Difference between revisions of "Archeologist"

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{{Wikipedia|Archaeology}}
 
{{Wikipedia|Archaeology}}
  
'''Archeologists''' are one of the [[Role difficulty|harder roles]], but can become powerful in the late game. They are often called '''Arc'''s for short and start the game with [[speed]] and [[stealth]].  According to the [[guidebook]]:
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The '''Archeologist''' is one of the roles in ''NetHack''. They are often called '''Arc'''s for short and start the game with [[speed]] and [[stealth]].  Archeologists can be of [[lawful]] or [[neutral]] alignment, and can be [[human (starting race)|human]], [[dwarf (starting race)|dwarf]], or [[gnome (starting race)|gnome]].
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Due to having low average starting physical [[attribute]]s and starting equipment that is less useful in combat than that of most other roles, Archeologists are often considered one of the [[role difficulty|harder roles]] in ''NetHack''.  However, they can become powerful in the late game.
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According to the [[guidebook]]:
  
 
  Archeologists understand dungeons pretty well; this
 
  Archeologists understand dungeons pretty well; this
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  They start equipped with the tools for a proper scientific expedition.
 
  They start equipped with the tools for a proper scientific expedition.
  
The Archeologist role, especially its starting equipment, is influenced by 1954's [[Wikipedia:Secret of the Incas|Secret of the Incas]] where Harry Steele (Charlton Heston) is a dashing explorer of ancient ruins with leather jacket and fedora. [[Wikipedia:Raiders of the Lost Ark|Raiders of the Lost Ark's]] Indiana Jones (Harrison Ford) was inspired by Secret of the Incas and added—in 1981—the army bag (sack) and bullwhip that this role carries to the iconic archeologist image.
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The Archeologist role, especially its starting equipment, is influenced by 1954's ''[[Wikipedia:Secret of the Incas|Secret of the Incas]]'' where Harry Steele (Charlton Heston) is a dashing explorer of ancient ruins with leather jacket and fedora. ''[[Wikipedia:Raiders of the Lost Ark|Raiders of the Lost Ark]]''<nowiki/>'s Indiana Jones (Harrison Ford) was inspired by ''Secret of the Incas'' and added—in 1981—the army bag (sack) and bullwhip that this role carries to the iconic archeologist image.  
 
 
Archeologists can be [[Alignment|lawful]] ([[human (starting race)|human]] or [[dwarf]]) or [[Alignment|neutral]] (human or [[gnome (starting race)|gnome]]).
 
  
 
==Starting equipment==
 
==Starting equipment==
  
*+2 [[bullwhip]],
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*+2 [[bullwhip]]
*+0 [[leather jacket]],
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*+0 [[leather jacket]]
*+0 [[fedora]],
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*+0 [[fedora]]
*3 to 6 uncursed [[food ration]]s,
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*3 to 6 uncursed [[food ration]]s
*+0 [[pick-axe]],
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*+0 [[pick-axe]]
 
*uncursed [[tinning kit]] (30 to 99 charges),
 
*uncursed [[tinning kit]] (30 to 99 charges),
*uncursed [[touchstone]],
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*uncursed [[touchstone]]
*uncursed [[sack]].
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*uncursed [[sack]]
*Following chances of one of:,
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*Following chances of one of:
**10%  uncursed [[tin opener]],
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**10%  uncursed [[tin opener]]
**22.5% uncursed [[oil lamp]],
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**22.5% uncursed [[oil lamp]]
**6.75% uncursed [[magic marker]] (30 to 99 charges).
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**6.75% uncursed [[magic marker]] (30 to 99 charges)
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{{upcoming|NetHack 3.7.0|As of {{commit|9d910773d0a5421a259a228f638f87a04ef2d7a0}}, Archeologists have a 13.5% chance of starting with a magic marker (19&ndash;23 charges).}}
  
 
==Intrinsics==
 
==Intrinsics==
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*XL 1: [[Stealth]]
 
*XL 1: [[Stealth]]
 
*XL 1: [[Speed]]
 
*XL 1: [[Speed]]
*XL 10: [[Searching]]
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*XL 10: [[Automatic searching|Searching]]
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{{upcoming|NetHack 3.7.0|Archeologists now start with searching but not stealth and speed.  Stealth is gained at XL 5, speed at XL 10, since {{commit|075c2832a1145ff3dc0049f2cfa6f3b86352179e}}}}
  
 
== Skills ==
 
== Skills ==
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Archeologists start with ''Basic'' skill in the categories ''[[Bullwhip|Whip]]'' and ''[[Pick-axe]]''.
 
Archeologists start with ''Basic'' skill in the categories ''[[Bullwhip|Whip]]'' and ''[[Pick-axe]]''.
  
== Special rules ==
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==Special rules==
  
 
Archeologists can use uncursed [[touchstone]]s as if they were blessed, formally identifying the type of any gem.
 
Archeologists can use uncursed [[touchstone]]s as if they were blessed, formally identifying the type of any gem.
  
Archeologists suffer a -1 alignment penalty for breaking a [[historic statue]].
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Archeologists suffer a &minus;1 alignment penalty for breaking a [[historic statue]].
  
Lawful archeologists suffer a -3 alignment penalty for digging up a [[headstone]]. However, ''chaotic'' archeologists get a +3 alignment bonus.
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Non-chaotic archeologists suffer a &minus;3 alignment penalty for digging up a [[headstone]]; chaotic archeologists get a +3 alignment bonus.
  
 
==Strategy==
 
==Strategy==
=== Early game ===
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=== Character creation ===
==== Objectives ====
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An Archeologist is likely to want to enter the [[Gnomish Mines]] early for gems and better gear; this is risky for a human due to their lack of [[infravision]] and predominance of hostile inhabitants. A dwarven Archeologist's [[HP]] bonus makes their poor starting armor more bearable; conversely, a gnome's poor HP makes them more prone to death in the early game. However, a dwarf's [[energy]] growth penalty can make [[spellcasting]] difficult or impossible in the late game.
The early game must be played cautiously, like the [[Tourist]] and [[Healer]]. Archeologist is considered one of the most difficult roles, if not outright the most difficult. It is statistically one of the least ascended roles on NAO. Its starting resources don't contribute as much to survival as many other roles. Archaeologists start out with poor weapons, terrible armor, no spells and little food. In addition it is not unusual for a starting Archaeologist to have poor physical stats at ten or below. Some, who may start with low Constitution could be killed by a monster in a single hit.  
 
  
==== Weapon Strategy ====
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Archaeologists are restricted in most of the strong one-handed weapon skills, so the deterministic nature of lawful [[sacrifice gift]]s can be an advantage. Your first gift will be either [[Grayswandir]] or an artifact [[long sword]]; in the latter case, your long sword skill is unrestricted, and you can dip another long sword for [[Excalibur]]. In either case, you're guaranteed a strong artifact weapon that can carry you through the game. Neutral sacrifice gifts are less reliable, and each has a disadvantage.
  
Archaeologists shouldn't ever use their bullwhip if they can avoid it, other than to disarm opponents of weapons (such as disarming a dwarf of it's heavy mattock). If an altar cannot be found and the one in minetown is cross aligned, it's best to enchant up a heavy mattock. A heavy mattock at +7 with decent strength will almost do as much damage as an artifact weapon, sometimes more. Failing that the Archaeologist can two-weapon with his pickaxe and a silver saber disarmed from a mintown captain (or a killed one), or an enchanted pickaxe and enchanted dagger.  
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{{upcoming|NetHack 3.7.0|[[Demonbane]] is now a mace so your first sacrifice is not guaranteed to unrestrict the long sword skill.}}
  
Since many early archaeologists can be killed in 1-3 hits, missile weapons are necessity. Arcs can use their pickaxe to break the first boulder they see and get a few rocks. Even throwing 5 rocks at a monster and hitting with only two will do an average of 4 damage before you have to engage in melee, which could save your life. Obtaining darts or daggers (which arcs can gain skill in) is a priority. Worthless glass (which they can identify with their touchstone) does the same damage as rocks but weighs 1/4 less. Thus a dart trap, a sling, and daggers and even that worthless glass are all valuable finds that can keep you alive.
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=== Early game ===
 
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==== Objectives ====
==== Obtaining an Artifact Weapon ====
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The early game must be played cautiously, like the [[Tourist]] and [[Healer]]. Archeologist is considered one of the more difficult roles, as its starting resources don't contribute as much to survival as those of most other roles, so the Archeologist is more reliant on items they find.
 
 
One of the first goals of an Archaeologist should be to obtain an artifact weapon by any means possible and as early as possible. The bonuses to hit and extra damage done by these weapons compensate greatly for the Arc's terrible physical stats, making them able to defeat
 
common and dangerous monsters such as ants, killer bees and centaurs. Lawful Arcs have a chance at getting Greyswandir, which is also a weapon class they can get high skill in. Neutrals can get mojo or magicbane (useful for engraving which arcs will have to do a lot of!)
 
Chaotics can name sting as it gives them a dagger with a +1d5 to hit bonus. Because of how two weapon functions using Sting with it's +1d5 bonus and a pickaxe in the off hand will result in much more damage (if first weapon hits, second weapon hits). Chaotic Arcs can also possibly get either brands (fire or frost), and Stormbringer.  
 
  
The archaeologist's equipment can really complement altar camping. As a food conservation strategy, an arc might choose not to feed it's pet or leave it on another level, and instead of eating pray for hunger relief when weak, all the while tinning corpses with it's starting tinning kit along the way to find an altar. Once a suitable altar is found, the player should stay there and sacrifice until they get an artifact weapon, even risking close brushes with death to do so.
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Your starting touchstone can make the first few floors of the Mines very profitable. Your starting [[pick-axe]] can also be used to dig out gold, gems, and [[vault]]s in the early levels, and dig down through floors. Thus, you can accumulate a lot of wealth in just the first few floors of the dungeon and mines.  Your [[sack]] can then help multiply it via [[credit cloning]].  This makes buying [[protection]] from [[Minetown]] doable, even if you gain a few levels on the way. If you do make it to Minetown at level 1, you should be able to buy protection several times.
  
 
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The advantages of the Mines mean that it should be pursued before [[Sokoban]]. Continuing to [[Mines' End]] is very risky; although the [[luckstone]] and random tools can be useful to you, monster generation is difficult enough that you're not likely to survive as you are. Make sure to complete it eventually, though.
 
 
Identifying gems with the touchstone allows early identification of precious gems which can be sold to get gold for the protection racket. They also can be used as semi-permanent Elbereth engravers, which will likely be needed. Engraving two copies of Elbereth on stairs each level may be a prudent measure.
 
 
 
Becoming a spellcaster is a very real possibility if the player finds a spellbook shop or many spellbooks as treasure. Because of the archaeologist's high intelligence they usually are able to read even unblessed spellbooks successfully. With basic attack spells like sleep, magic missile or force bolt, the Arc has a new way to deal damage, which they sorely need. Other spells, such as diviniation are also helpful. An archaeologist who gets a robe can cast almost anything.
 
 
 
Arcs cannot afford to be burdened, as they need to run away all the time. They start with stealth and speed, and since they cannot melee very well, magic items which enhance these abilities, such as displacement, invisibility, jumping, and so forth are an absolute boon for them, as do gauntlets of power and dexterity which also compensate for their poor physical stats.
 
 
 
Another strategy for the role is pets, and multiple pets as well. The arc should try and convert every possible animal (dogs cats and horses) to tame or peaceful monsters. The fragile arc can carefully and slowly hide behind their pet at every encounter. As not killing monsters yourself keeps you at low xp the monsters in the dungeon will be kept at a low level as well. All the while your pet rather than you will level up, and you can get more and more resources. Trying to get your pet to jump in a polymorph trap, or using a wand of polymorph on them can make your pet even more powerful.
 
 
 
==== Your route: Minetown, Sokoban, Mine's End ====
 
 
 
The basic strategy for an Arc's adventure route is as follows, first 4 levels of the regular dungeon (which are safest), then proceed to the Gnomish mines to get some armor and a few levels from easy to kill gnomes, then to minetown to see if there's a co-aligned altar, to get tools and possibly spellbooks, then back up to the main dungeon to sokobon, and then finally back to the mines and to mine's end.
 
 
 
Your starting touchstone can make the first few floors of the [[mines]] very profitable. Your starting [[pick-axe]] can also be used to dig out gold, gems, and [[vault]]s in the early levels, and dig down through floors. Thus, you can accumulate a lot of wealth in just the first few floors of the dungeon and mines. This makes buying [[protection]] from [[Minetown]] doable, even if you gain a few levels on the way. If you do make it to Minetown at level 1, you should be able to buy protection several times.
 
 
 
The advantages of the Mines (particularly the possibility of a co-aligned altar for sacrificing/obtaining an artifact weapon) mean that it should be pursued before [[Sokoban]]. After reaching Minetown and evaluating it, the player should likely turn back and do Sokobon before continuing to [[Mines' End]] Strategically, the player can kill a few gnomes and gnome lords and a dwarf or two, put on some armor, and then dig down with their pickaxe to get to the minetown level.
 
  
 
Sokoban can be a good choice afterward, because you can use your starting pickaxe to break boulders if need be, and your sack can store the food and items that are plentiful there. It's also good for exercising your low starting [[strength]].
 
Sokoban can be a good choice afterward, because you can use your starting pickaxe to break boulders if need be, and your sack can store the food and items that are plentiful there. It's also good for exercising your low starting [[strength]].
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==== Weapons ====
 
==== Weapons ====
The best early [[weapon]] is the [[pick-axe]]. In general, you want to seek out a [[dwarvish mattock]] (look for dwarves mining around in the Gnomish Mines), because they use pick-axe skill and do more damage than any other non-artifact weapon. Thus, it's best to use the pickaxe and [[enhance]] it when available, preparing for using a dwarvish mattock. However, if you start out with physical stats that assign penalties (i.e. 9 or lower Strength or Dexterity) you may need to use the whip at first for its +2 bonus.
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Your starting bullwhip and pick-axe are about equally poor weapons, but only the latter allows you to gain [[skill]] in preparation for wielding a [[dwarvish mattock]] later, making it the preferable choice. If you want to use the bullwhip for its +2 enchantment bonus, be aware of which monsters are [[thick-skinned]]; the bullwhip is impotent against them. The bullwhip can be used to disarm weapon-wielding monsters, although it's generally faster just to kill them outright.
 
 
The whip is decent at first because of the +2 bonus, but after a few levels it becomes less effective, and it doesn't train pick-axe skill. Don't forget that you can [[apply]] it towards a monster even while not wielding it, which will disarm the monster if your [[Attribute#Dexterity|dexterity]] is 6 or higher. This can be a lifesaver when fighting some monsters, given your poor starting AC. It can also be a good way to deprive a dwarf of its mattock.
 
 
 
Archeologists suffer from a lack of good ranged weapon options. [[Boomerangs]] do 1d9 damage and can be advanced to expert, but they are quite rare and their flight pattern is unusual. [[Slings]] can be advanced to skilled, but they are weak and rocks are very heavy. However, with your starting [[touchstone]] you will identify numerous pieces of [[worthless glass]] which do the same damage as a [[rock]] but at 1/10 the weight. [[Darts]] and [[daggers]] are your other two plentiful options in the early game, both of which can be advanced to basic. Daggers are good because they will never break, but a large stack of darts with +2 or better [[enchantment]] is also worthwhile.  
 
  
Starting in 3.6.1, the aklys is a ranged weapon and Archaeologists can achieve skilled with clubs, the category of the aklys. Many of the gnomes in the mines are likely to be generated with aklys, identified initially as thonged clubs. The aklys will return to hand 99% of the time like Mjollnir when thrown, so it makes a particularly effective early ranged weapon. It does 1d6/1d3 damage which beats darts and daggers, since Archaeologists can't multishot. Watch out for rusting as they are made of iron.
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Archeologists suffer from a lack of good ranged weapon options; boomerangs are rare and have an unwieldy flight path, rocks are heavy and very weak even with a sling, and daggers and darts are limited to Basic skill, so you can't [[multishot]] them. The [[aklys]] is probably the best early-game option; you can pick one up easily in the Mines, advance its skill to Skilled for a substantial to-hit bonus, and it usually returns to your hand, so you only need to carry one or two rather than a heavy stack of rocks or daggers.
  
 
=== Mid game ===
 
=== Mid game ===
==== The Quest ====
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==== Objectives ====
Getting to level 14 to enter the quest is very difficult for a player that constantly needs to avoid fighting. The Arc may have to employ potions of gain level to meet the requirement so keep that in mind when doing alchemy. Cleaning out zoos, beehives and soldier barracks (employing your speed and stealth) can help with that.
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Archeologists should have [[poison resistance]] by the time they attempt the Quest, which is full of poisonous snakes. The starting tinning kit is very helpful, allowing you to safely eat poisonous corpses for the chance of the intrinsic.
 
 
Archeologists should have [[poison resistance]] before doing the quest, because the quest is full of poisonous snakes. Familiarize yourself with [[Poison resistance#Safe corpses|safe-to-eat monsters that give poison resistance]], since Archeologists tend to have low constitution and HP. Your starting tinning kit is very helpful, allowing you to safely eat poisonous corpses for the chance of intrinsics. For this reason killing and eating a unicorn and getting a unicorn horn are also very helpful.
 
 
 
The quest contains one guaranteed coaligned altar; this may be a good place to wait and sacrifice monsters if you haven't found an artifact weapon yet.
 
  
The quest itself is very easy, there are no drawbridges and only a little bit of water, no lava, no obstacles most part. The monsters are all snakes and mummies, which are not particularly dangerous and easily fall to a fully enchanted and skilled pickaxe. There is a good bit of treasure even on the first level too. Weaker archaeologists should loot all the levels except the last one. The last level shouldn't be attempted until after the Castle, or after the player has both magic resistance and reflection.
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The locate level of the contains three altars, one of each alignment; this guarantees a co-aligned altar may be a good place to wait and sacrifice monsters if you haven't found an artifact weapon yet.
  
This is because the Quest Nemesis, while not difficult to hit, and while not dealing out tons of damage, has the ability to summon monsters. The final level also may have demons, and since the Nemesis is a demon, can summon other demons. The Minion can also summon terrifying monsters such as black dragons (which will disintegrate you if you don't have reflection) or even greater demons such as Jubilex (these can also be summoned by other demons on the last level). For this reason, the Nemesis shouldn't be fought until the player has used wishes on appropriate offense/defense tactics. Permanent Elbereth, scrolls of scare monster and highly enchanted silver sabers are advisable to dispatch the Minion quickly before he does too much summoning.
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Archeologists planning to use [[The Orb of Detection]] as a source of magic resistance should have a reliable backup source, such as [[Magicbane]], [[gray dragon scale mail]] or a [[cloak of magic resistance]], in case the [[Wizard of Yendor]] steals it or else the player decides to stash it to prevent theft.
 
 
You should not rely on [[The Orb of Detection]] as a source of magic resistance; the [[Wizard of Yendor]] can easily steal it. Unless you wish for another quest artifact or use [[Magicbane]], that essentially requires you to wear either [[gray dragon scale mail]] or a [[cloak of magic resistance]].
 
  
 
==== Weapons ====
 
==== Weapons ====
 
Because you start with low physical stats and melee penalties, acquiring an artifact weapon is a central concern. It's not a bad idea to camp on an altar you find and [[sacrifice]] for a gift. Archeologists have good artifact weapon possibilities, such as [[Grayswandir]], [[Mjollnir]], [[Vorpal Blade]], and [[Magicbane]]. Lawful players can also dip for [[Excalibur]] if they find a long sword (though it will not be unrestricted unless you have had another long sword gifted to you).
 
Because you start with low physical stats and melee penalties, acquiring an artifact weapon is a central concern. It's not a bad idea to camp on an altar you find and [[sacrifice]] for a gift. Archeologists have good artifact weapon possibilities, such as [[Grayswandir]], [[Mjollnir]], [[Vorpal Blade]], and [[Magicbane]]. Lawful players can also dip for [[Excalibur]] if they find a long sword (though it will not be unrestricted unless you have had another long sword gifted to you).
  
Dwarvish mattocks and [[silver saber]]s are good non-artifact weapons, and one or the other should be trained to Expert. If you are planning to get Grayswandir or at least two-weapon with a silver saber, you should begin training saber skill as soon as you find one. The [[watch captain]] in [[Minetown]] often carries one, so consider getting a pet to kill him for it. If you disarm him with your whip, it will anger him but not the other guards.
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Dwarvish mattocks and [[silver saber]]s are good non-artifact weapons, and one or the other should be trained to Expert. If you are planning to get Grayswandir or at least two-weapon with a silver saber, you should begin training saber skill as soon as you find one. The [[watch captain]] in [[Minetown]] often carries one, so consider getting a pet to kill him for it. If you disarm him with your whip, it will anger him but not the other guards.  Remember that if you only plan to use a saber while dual-wielding, you don't need to advance the saber skill past Basic, as Skilled [[two-weapon combat]] is unreachable for Archeologists.
  
 
==== Spellcasting ====
 
==== Spellcasting ====
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=== Late game ===
 
=== Late game ===
 
==== Weapons ====
 
==== Weapons ====
For Archeologists, the best strategy is to find a good artifact weapon, enchant it up, and stick with it through the rest of the game. Two-weaponing is reliable because your experience level and Luck at this point completely cancel out the the -7 to-hit penalty.
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For Archeologists, the best strategy is to find a good artifact weapon, enchant it up, and stick with it through the rest of the game. Two-weaponing is reliable because your experience level and Luck at this point completely cancel out the the −7 to-hit penalty.
  
 
The best [[artifact]] weapon for you is [[Grayswandir]], which does double damage and [[silver damage]]. It is one of the few artifact weapons you can advance to Expert. The neutral artifact weapons for Archeologists are quite good as well, but Grayswandir is so excellent that you might want to consider wishing for it even if you're neutral.
 
The best [[artifact]] weapon for you is [[Grayswandir]], which does double damage and [[silver damage]]. It is one of the few artifact weapons you can advance to Expert. The neutral artifact weapons for Archeologists are quite good as well, but Grayswandir is so excellent that you might want to consider wishing for it even if you're neutral.
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In the mid-game and beyond, you may want to advance divination spells to Skilled for casting [[magic mapping]], which is your [[special spell]] and can be greatly useful in Gehennom. {{spell of|Detect treasure}} and {{spell of|detect unseen}} are also nice to have, and [[identify]] is always useful. [[Divination spells#Strategy|Don't advance them to Expert unless you really need your failure rates to be lower.]]
 
In the mid-game and beyond, you may want to advance divination spells to Skilled for casting [[magic mapping]], which is your [[special spell]] and can be greatly useful in Gehennom. {{spell of|Detect treasure}} and {{spell of|detect unseen}} are also nice to have, and [[identify]] is always useful. [[Divination spells#Strategy|Don't advance them to Expert unless you really need your failure rates to be lower.]]
  
Since most of your useful spells are utility spells, it isn't necessary to avoid metal armor
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Since most of your useful spells are utility spells, it isn't necessary to avoid metal armor.  However, if you're otherwise lacking in ranged attacks, being able to cast [[spellbook of magic missile|magic missile]] reliably may be more important than a few [[AC]] points.
  
 
==Rank titles==
 
==Rank titles==
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The [[status line]] shows you to be one of the following ranks when you reach the specified experience level:
 
The [[status line]] shows you to be one of the following ranks when you reach the specified experience level:
  
*XL 1-2: Digger
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*XL 1–2: Digger
*XL 3-5: Field Worker
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*XL 3–5: Field Worker
*XL 6-9: Investigator
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*XL 6–9: Investigator
*XL 10-13: Exhumer
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*XL 10–13: Exhumer
*XL 14-17: Excavator
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*XL 14–17: Excavator
*XL 18-21: Spelunker
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*XL 18–21: Spelunker
*XL 22-25: Speleologist
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*XL 22–25: Speleologist
*XL 26-29: Collector
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*XL 26–29: Collector
 
*XL 30: Curator
 
*XL 30: Curator
  
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{{main|Archeologist quest}}
 
{{main|Archeologist quest}}
  
The archeologist quest artifact is [[The Orb of Detection]], a [[crystal ball]]. When carried, it confers [[magic resistance]], [[telepathy]] and half damage when attacked by spells. When #[[invoke]]d, it toggles [[invisibility]] on/off.
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The Archeologist quest artifact is [[the Orb of Detection]], a [[crystal ball]]. When carried, it confers [[magic resistance]], [[telepathy]] and half damage when attacked by spells. When #[[invoke]]d, it toggles [[invisibility]] on/off.
  
 
== Variants ==
 
== Variants ==
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=== Itlachiayaque ===
 +
{{main|Itlachiayaque}}
 +
In [[UnNetHack]], [[dNetHack]], [[NetHack Fourk]], [[SlashTHEM]], and [[xNetHack]], the Orb of Detection is replaced as the quest artifact by [[Itlachiayaque]], an artifact [[shield of reflection]]. Itlachiayaque confers [[fire resistance]] when carried and can be [[invoke]]d to produce a poison cloud (similar to a [[scroll of stinking cloud]]. In xNetHack, it also confers [[warning]], and the player can additionally choose to use it as a [[crystal ball]] when invoking it. In the other variants, it confers [[telepathy]] and [[half spell damage]] when carried.
 +
 
=== SLASH'EM ===
 
=== SLASH'EM ===
In [[SLASH'EM]], Archeologists may be [[Doppelganger (starting race)|doppelgangers]], [[Elf (starting race)|elves]], or [[Hobbit (starting race)|hobbits]] in addition to the vanilla roles. They can use the [[research]] [[technique]] at level 1. The starting equipment has also changed.
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In [[SLASH'EM]], Archeologists may be [[Doppelganger (starting race)|doppelgangers]], [[Elf (starting race)|elves]], or [[Hobbit (starting race)|hobbits]] in addition to the vanilla combinations. All Archeologists can use the [[research]] [[technique]] at level 1.
  
They begin with a spellbook, one of {{Spell of|detect food}}, {{Spell of|detect monsters}}, {{Spell of|light}}, {{Spell of|knock}}, or {{Spell of|wizard lock}}, 2 random scrolls, a 25% chance of a blindfold, a 25% chance of a towel if they did not get a blindfold, 25% chance of a leash, a 25% chance of a tin opener or a 25% chance of either an oil lamp or a torch if they did not get the tin opener, and a 12.5% chance of a magic marker. The starting [[fedora]] has also changed in SLASH'EM and gives +1 charisma and acts as a luckstone when worn.
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The starting equipment has also changed: Archeologists begin with a spellbook, one of {{Spell of|detect food}}, {{Spell of|detect monsters}}, {{Spell of|light}}, {{Spell of|knock}}, or {{Spell of|wizard lock}}, 2 random scrolls, a 25% chance of a blindfold, a 25% chance of a towel if they did not get a blindfold, 25% chance of a leash, a 25% chance of a tin opener or a 25% chance of either an oil lamp or a torch if they did not get the tin opener, and a 12.5% chance of a magic marker. The [[fedora]] gives +1 charisma and acts as a luckstone for Archeologists when worn.
  
 
=== UnNetHack ===
 
=== UnNetHack ===
[[UnNetHack]] replaces the [[Orb of Detection]] with the [[Itlachiayaque]], an artifact [[shield of reflection]], that confers [[ESP]], [[half spell damage]] and [[fire resistance]]. When invoked, it produces player targettable [[scroll of stinking cloud|stinking cloud]].
+
[[UnNetHack]] allows Archeologists to safely enchant a fedora past +5 up to +7, and they gain a +2 bonus to Luck when wearing one.
 +
 
 +
=== FIQHack ===
 +
In [[FIQHack]], archeologists get a +10 bonus to the base searching rate.<ref>https://github.com/FredrIQ/fiqhack/blob/33e95f977761f66186a1f9aea1ca5e5d262912a2/libnethack/src/detect.c#L1321</ref>
  
 
== Encyclopedia entry ==
 
== Encyclopedia entry ==
  
 
{{encyclopedia|
 
{{encyclopedia|
Archeology is the search for fact, not truth. [...]
+
Archeology is the search for fact, not truth. [...] So forget any ideas you've got about lost cities, exotic travel, and digging up the world. We do not follow maps to buried treasure, and X never, ever, marks the spot.
So forget any ideas you've got about lost cities, exotic travel,
 
and digging up the world. We do not follow maps to buried
 
treasure, and X never, ever, marks the spot.
 
 
|[ Indiana Jones and the Last Crusade ]
 
|[ Indiana Jones and the Last Crusade ]
 
}}
 
}}
 +
 +
== References ==
 +
<references/>
  
 
{{DOD}}
 
{{DOD}}

Latest revision as of 23:00, 2 December 2023

The Archeologist is one of the roles in NetHack. They are often called Arcs for short and start the game with speed and stealth. Archeologists can be of lawful or neutral alignment, and can be human, dwarf, or gnome.

Due to having low average starting physical attributes and starting equipment that is less useful in combat than that of most other roles, Archeologists are often considered one of the harder roles in NetHack. However, they can become powerful in the late game.

According to the guidebook:

Archeologists understand dungeons pretty well; this
enables them to move quickly and sneak up on the local nasties.
They start equipped with the tools for a proper scientific expedition.

The Archeologist role, especially its starting equipment, is influenced by 1954's Secret of the Incas where Harry Steele (Charlton Heston) is a dashing explorer of ancient ruins with leather jacket and fedora. Raiders of the Lost Ark's Indiana Jones (Harrison Ford) was inspired by Secret of the Incas and added—in 1981—the army bag (sack) and bullwhip that this role carries to the iconic archeologist image.

Starting equipment

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.

As of commit 9d910773, Archeologists have a 13.5% chance of starting with a magic marker (19–23 charges).

Intrinsics

Archeologists gain the following abilities upon reaching the specified experience level:

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.

Archeologists now start with searching but not stealth and speed. Stealth is gained at XL 5, speed at XL 10, since commit 075c2832

Skills

Archeologist skills
Max Skills
Basic
Skilled
Expert

Archeologists start with Basic skill in the categories Whip and Pick-axe.

Special rules

Archeologists can use uncursed touchstones as if they were blessed, formally identifying the type of any gem.

Archeologists suffer a −1 alignment penalty for breaking a historic statue.

Non-chaotic archeologists suffer a −3 alignment penalty for digging up a headstone; chaotic archeologists get a +3 alignment bonus.

Strategy

Character creation

An Archeologist is likely to want to enter the Gnomish Mines early for gems and better gear; this is risky for a human due to their lack of infravision and predominance of hostile inhabitants. A dwarven Archeologist's HP bonus makes their poor starting armor more bearable; conversely, a gnome's poor HP makes them more prone to death in the early game. However, a dwarf's energy growth penalty can make spellcasting difficult or impossible in the late game.

Archaeologists are restricted in most of the strong one-handed weapon skills, so the deterministic nature of lawful sacrifice gifts can be an advantage. Your first gift will be either Grayswandir or an artifact long sword; in the latter case, your long sword skill is unrestricted, and you can dip another long sword for Excalibur. In either case, you're guaranteed a strong artifact weapon that can carry you through the game. Neutral sacrifice gifts are less reliable, and each has a disadvantage.

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.

Demonbane is now a mace so your first sacrifice is not guaranteed to unrestrict the long sword skill.

Early game

Objectives

The early game must be played cautiously, like the Tourist and Healer. Archeologist is considered one of the more difficult roles, as its starting resources don't contribute as much to survival as those of most other roles, so the Archeologist is more reliant on items they find.

Your starting touchstone can make the first few floors of the Mines very profitable. Your starting pick-axe can also be used to dig out gold, gems, and vaults in the early levels, and dig down through floors. Thus, you can accumulate a lot of wealth in just the first few floors of the dungeon and mines. Your sack can then help multiply it via credit cloning. This makes buying protection from Minetown doable, even if you gain a few levels on the way. If you do make it to Minetown at level 1, you should be able to buy protection several times.

The advantages of the Mines mean that it should be pursued before Sokoban. Continuing to Mines' End is very risky; although the luckstone and random tools can be useful to you, monster generation is difficult enough that you're not likely to survive as you are. Make sure to complete it eventually, though.

Sokoban can be a good choice afterward, because you can use your starting pickaxe to break boulders if need be, and your sack can store the food and items that are plentiful there. It's also good for exercising your low starting strength.

Luck is very important early in the game, so save at least one cheap gem to throw to a co-aligned unicorn. Because throwing an identified precious gem gives a +5 boost to Luck, consider doing it even before you find a luckstone.

Since you start with intrinsic speed, invisibility is a highly desirable quality for avoiding monsters. A fast, invisible, opponent is hard to chase down. Stealth is also helpful for clearing out treasure zoos and throne rooms, as it leaves enemies sleeping.

Weapons

Your starting bullwhip and pick-axe are about equally poor weapons, but only the latter allows you to gain skill in preparation for wielding a dwarvish mattock later, making it the preferable choice. If you want to use the bullwhip for its +2 enchantment bonus, be aware of which monsters are thick-skinned; the bullwhip is impotent against them. The bullwhip can be used to disarm weapon-wielding monsters, although it's generally faster just to kill them outright.

Archeologists suffer from a lack of good ranged weapon options; boomerangs are rare and have an unwieldy flight path, rocks are heavy and very weak even with a sling, and daggers and darts are limited to Basic skill, so you can't multishot them. The aklys is probably the best early-game option; you can pick one up easily in the Mines, advance its skill to Skilled for a substantial to-hit bonus, and it usually returns to your hand, so you only need to carry one or two rather than a heavy stack of rocks or daggers.

Mid game

Objectives

Archeologists should have poison resistance by the time they attempt the Quest, which is full of poisonous snakes. The starting tinning kit is very helpful, allowing you to safely eat poisonous corpses for the chance of the intrinsic.

The locate level of the contains three altars, one of each alignment; this guarantees a co-aligned altar may be a good place to wait and sacrifice monsters if you haven't found an artifact weapon yet.

Archeologists planning to use The Orb of Detection as a source of magic resistance should have a reliable backup source, such as Magicbane, gray dragon scale mail or a cloak of magic resistance, in case the Wizard of Yendor steals it or else the player decides to stash it to prevent theft.

Weapons

Because you start with low physical stats and melee penalties, acquiring an artifact weapon is a central concern. It's not a bad idea to camp on an altar you find and sacrifice for a gift. Archeologists have good artifact weapon possibilities, such as Grayswandir, Mjollnir, Vorpal Blade, and Magicbane. Lawful players can also dip for Excalibur if they find a long sword (though it will not be unrestricted unless you have had another long sword gifted to you).

Dwarvish mattocks and silver sabers are good non-artifact weapons, and one or the other should be trained to Expert. If you are planning to get Grayswandir or at least two-weapon with a silver saber, you should begin training saber skill as soon as you find one. The watch captain in Minetown often carries one, so consider getting a pet to kill him for it. If you disarm him with your whip, it will anger him but not the other guards. Remember that if you only plan to use a saber while dual-wielding, you don't need to advance the saber skill past Basic, as Skilled two-weapon combat is unreachable for Archeologists.

Spellcasting

As you progress through the game and level up, spellcasting becomes more of an option. Your high starting intelligence makes you good at reading spellbooks without needing to bless them. You can become proficient in several spell schools, meaning that you can become competent at casting many low-level spells. However, armor usually remains more important than spells through the early and mid game. Don't ditch good metal armor in favor of spellcasting until you're confident you can survive without it.

Late game

Weapons

For Archeologists, the best strategy is to find a good artifact weapon, enchant it up, and stick with it through the rest of the game. Two-weaponing is reliable because your experience level and Luck at this point completely cancel out the the −7 to-hit penalty.

The best artifact weapon for you is Grayswandir, which does double damage and silver damage. It is one of the few artifact weapons you can advance to Expert. The neutral artifact weapons for Archeologists are quite good as well, but Grayswandir is so excellent that you might want to consider wishing for it even if you're neutral.

Spellcasting

In the mid-game and beyond, you may want to advance divination spells to Skilled for casting magic mapping, which is your special spell and can be greatly useful in Gehennom. Detect treasure and detect unseen are also nice to have, and identify is always useful. Don't advance them to Expert unless you really need your failure rates to be lower.

Since most of your useful spells are utility spells, it isn't necessary to avoid metal armor. However, if you're otherwise lacking in ranged attacks, being able to cast magic missile reliably may be more important than a few AC points.

Rank titles

The status line shows you to be one of the following ranks when you reach the specified experience level:

  • XL 1–2: Digger
  • XL 3–5: Field Worker
  • XL 6–9: Investigator
  • XL 10–13: Exhumer
  • XL 14–17: Excavator
  • XL 18–21: Spelunker
  • XL 22–25: Speleologist
  • XL 26–29: Collector
  • XL 30: Curator

Quest

Main article: Archeologist quest

The Archeologist quest artifact is the Orb of Detection, a crystal ball. When carried, it confers magic resistance, telepathy and half damage when attacked by spells. When #invoked, it toggles invisibility on/off.

Variants

Itlachiayaque

Main article: Itlachiayaque

In UnNetHack, dNetHack, NetHack Fourk, SlashTHEM, and xNetHack, the Orb of Detection is replaced as the quest artifact by Itlachiayaque, an artifact shield of reflection. Itlachiayaque confers fire resistance when carried and can be invoked to produce a poison cloud (similar to a scroll of stinking cloud. In xNetHack, it also confers warning, and the player can additionally choose to use it as a crystal ball when invoking it. In the other variants, it confers telepathy and half spell damage when carried.

SLASH'EM

In SLASH'EM, Archeologists may be doppelgangers, elves, or hobbits in addition to the vanilla combinations. All Archeologists can use the research technique at level 1.

The starting equipment has also changed: Archeologists begin with a spellbook, one of detect food, detect monsters, light, knock, or wizard lock, 2 random scrolls, a 25% chance of a blindfold, a 25% chance of a towel if they did not get a blindfold, 25% chance of a leash, a 25% chance of a tin opener or a 25% chance of either an oil lamp or a torch if they did not get the tin opener, and a 12.5% chance of a magic marker. The fedora gives +1 charisma and acts as a luckstone for Archeologists when worn.

UnNetHack

UnNetHack allows Archeologists to safely enchant a fedora past +5 up to +7, and they gain a +2 bonus to Luck when wearing one.

FIQHack

In FIQHack, archeologists get a +10 bonus to the base searching rate.[1]

Encyclopedia entry

Archeology is the search for fact, not truth. [...] So forget any ideas you've got about lost cities, exotic travel, and digging up the world. We do not follow maps to buried treasure, and X never, ever, marks the spot.

[ Indiana Jones and the Last Crusade ]

References

This page is based on a spoiler by Dylan O'Donnell. The original license is:

Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met:

  1. The original contributors to any spoiler must continue to be credited.
  2. Any modifications to the spoiler must be acknowledged and credited.


This page may need to be updated for the current version of NetHack.

It may contain text specific to NetHack 3.6.1. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-361}} tag to the current version's tag or {{noversion}} as appropriate.