Difference between revisions of "Archeologist"
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==Origin== | ==Origin== | ||
− | The archeologist's attire is heavily influenced by the [[Wikipedia:Indiana Jones|Indiana Jones]] movies - you start with a leather jacket, fedora and bullwhip. | + | The archeologist's attire is heavily influenced by the [[Wikipedia:Indiana Jones|Indiana Jones]] movies - you start with a leather jacket, fedora and bullwhip. The [[encyclopedia]] entry for Archeologist states: |
+ | |||
+ | 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 ] | ||
==Strategy== | ==Strategy== |
Revision as of 16:35, 2 September 2006
Archeologists are one of the harder classes, but can become powerful in the late game. NetHack spells archeologist without the extra a in the middle. Most people call them Arcs for short.
Archeologists can be lawful (human or dwarf) or neutral (human or gnome).
Contents
Starting equipment
- +2 bullwhip,
- +0 leather jacket,
- +0 fedora,
- 3 to 6 uncursed food rations,
- +0 pick-axe,
- uncursed tinning kit (30 to 99 charges),
- uncursed touchstone,
- uncursed sack.
- Following chances of ONE of:,
- 10% uncursed tin opener,
- 22.5% uncursed oil lamp,
- 6.75% uncursed magic marker (30 to 99 charges).
Abilities
Archeologists gain the following abilities upon reaching the specified experience level:
Additionally:
- You can use two-weapon combat.
- You can use uncursed touchstones as blessed.
Stats
Main article: Hit points and power
You start with a base 11 HP, with a racial bonus: +2 for humans, +4 for dwarves, +1 for gnomes.
You start with a base power of 1, with a racial bonus: +2 for gnomes, +1 for humans.
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.
Gods
Main article: Religion
- Lawful: Quetzalcoatl
- Neutral: Camaxtli
- Chaotic: Huhetotl
Archeologist 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
Origin
The archeologist's attire is heavily influenced by the Indiana Jones movies - you start with a leather jacket, fedora and bullwhip. The encyclopedia entry for Archeologist states:
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 ]
Strategy
Weapon selection
The best early weapons are the pick-axe and your starting whip (purely for the +2 bonus; whips are ordinarily quite poor). Dwarvish mattocks are two handed pick-axes that do more damage than any other non-artifact weapon.
A good artifact weapon for you is Grayswandir, which does double-damage and silver damage. A plain non-artifact silver saber is an excellent weapon - the watch captain in Minetown often carries one, so consider getting a pet to kill him for it.
This page is based on a spoiler by Dylan O'Donnell. The original license is:
Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met:
- The original contributors to any spoiler must continue to be credited.
- Any modifications to the spoiler must be acknowledged and credited.