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.
  
Archeologists can be [[Alignment|lawful]] ([[human (starting race)|human]] or [[dwarf]]) or [[Alignment|neutral]] (human or [[gnome (starting race)|gnome]]).
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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.  
  
 
==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).}}
  
==Abilities==
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==Intrinsics==
  
 
Archeologists gain the following abilities upon reaching the specified [[experience level]]:
 
Archeologists gain the following abilities upon reaching the specified [[experience level]]:
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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]]
  
Additionally:
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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}}}}
  
*Can use uncursed [[touchstone]]s as blessed.
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== Skills ==
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{{Archeologist skill table}}
  
==Stats==
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Archeologists start with ''Basic'' skill in the categories ''[[Bullwhip|Whip]]'' and ''[[Pick-axe]]''.
  
{{main|Hit points|energy}}
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==Special rules==
  
You start with a base 11 HP, with a racial bonus: +2 for humans, +4 for dwarves, +1 for gnomes.
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Archeologists can use uncursed [[touchstone]]s as if they were blessed, formally identifying the type of any gem.
  
You start with a base power of 1, with a racial bonus: +2 for gnomes, +1 for humans.
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Archeologists suffer a &minus;1 alignment penalty for breaking a [[historic statue]].
  
==Quest==
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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.
  
{{main|Archeologist quest}}
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==Strategy==
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=== Character creation ===
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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 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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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.
  
==Gods==
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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.}}
  
{{main|Religion}}
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=== 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.
  
*Lawful: Quetzalcoatl
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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.
*Neutral: Camaxtli
 
*Chaotic: Huhetotl
 
  
==Rank titles==
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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.
  
The [[status line]] shows you to be one of the following ranks when you reach the specified experience level:
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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]].
  
*XL 1-2: Digger
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[[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]].
*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==
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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 zoo|treasure zoos]] and [[throne room|throne rooms]], as it leaves enemies sleeping.
  
The archeologist's attire is heavily influenced by the [[Wikipedia:Indiana Jones|Indiana Jones]] movies - you start with a leather jacket, fedora and bullwhip.
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==== Weapons ====
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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.
  
==Strategy==
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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.
  
Early Archeologists are neither berserkers nor powerful spellcasters, but can - and must - become proficient tool-users. By this it is meant that an Arc must use every item in Nethack to an expert degree: their pet, their touchstone, their pickaxe, their sack and so forth. The early game must be played cautiously, akin to the [[Tourist]] and [[Healer]]. Arc is considered the most difficult role in the majority of samplings over NAO.  
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=== 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.
  
Your starting touchstone will instantly identify a gem even when uncursed, which can make the first few floors of the [[mines]] very profitable. Between the ability to identify gems and the ability to use your [[pick-axe]] to dig up [[vault]]s, you can accumulate a lot of wealth in just the first few floors of the dungeon and mines. You can aim to purchase [[protection]] as soon as you reach [[Minetown]], even without having to play a dangerous [[protection racket]] strategy. [[Luck]] is very important early in the game, so save at least one cheap gem to throw to a co-aligned [[unicorn]]. Throwing an identified precious gem gives a very large boost to luck, so you might consider doing it even before you find a [[luckstone]].
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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.
  
Archeologists should try to have [[poison resistance]] before even thinking of doing the quest because the quest is full of poisonous snakes. Players should learn or familiarize themselves with safe-to-eat monsters that give poison resistance as this is a major danger to Arcs who start with low constitution and hp in most cases.  
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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.
  
Because Arcs start with low physical stats and often even melee penalties, acquiring an artifact weapon is a central concern. Since they start with a good supply of rations and a tinning kit, they should continually conserve food by praying instead of consuming, and when they find an altar camp there and defeat monsters until they can convert the altar and get an artifact weapon. Lawful and Neutral Arcs have good gift possibilities (Greyswandir, Mojo, Vorpal, Magicbane). Chaotics can hope for Stormbringer, Fire Brand, or Frost brand, or even Orcrist or one of the -Banes (which still all have a +1d6 to-hit bonus) but may get stuck with a poor gift, in which case you should continue to sacrifice for another.  After getting an artifact weapon that adds +1d6 to hit, they will be better able to employ two-weaponing, as the second weapon is guaranteed to hit if the first (artifact weapon) one does.  
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==== 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).
  
Since Arcs cannot fight very well at first and start with Stealth and Speed, invisibility is a highly desirable quality for avoiding monsters. A fast, invisible, stealthy opponent is hard to chase down. Their quest artifact provides it but they may want to get it at first opportunity (from wand, cloak, etc).  
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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.
  
Arcs are better suited at the protection racket than any other class, as they can get money easily and can dig down to gnometown. Some may even start with a lightsource to boot. Be careful digging pits and holes, though as you can get attacked while doing it, or get interrupted. However they are also excellent at Sokobon because they start with a pickaxe with which to erase any boulder puzzle mistakes, and a sack to store lots of food and items. Since their stats start so low, pushing boulders in Sokobon to develop strength is also desirable. Lastly Sokobon has food in abundance which aids in altar-camping when trying to sacrifice for an artifact. However since random monsters are auto-generated on the Oracle level (and many are quite strong), as well as being populated by bones files on NAO, players may want to dig down past the Oracle level to get to the entrance to Sokobon.
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==== 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.
  
Archaeologists can read most Spellbooks without needing to bless them as they start with high intelligence and proficiency in matter, divination, healing, or attack. At the same time Armor is critical as they have low hit points and start with no armor. Whether to cast spells or wear metal armor is dictated by what items the player gets from the RNG.  
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=== 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 use of "Elbereth" is an absolute necessity to an archaeologist. To this end, their touchstone will identify harder gems which can engrave in the floor. In this way they can safely fight monsters that normally they couldn't defeat, but remember engraving with a gem or dagger takes turns and exposes you to attack until the word is complete. Of course wands of lightning, fire and digging are also indispensable for this reasons. They may also want to collect daggers with which to engrave and use their sack to segregate similar daggers (so they don't engrave with 5 daggers and simultaneously make them all dull). Engraving first "El" and then adding "bereth" will let you engrave the whole word with one dagger. This is advisable to do on a staircase to run back to in case of trouble.    
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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 use of pet tactics to aid in the protection racket (killing monsters for you so you don't gain levels) or to aid in melee is another important skill to have when playing this role. Just having a pet (or multiple pets) so as to distract a monster so you can use speed and stealth to get away is extremely important.
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==== Spellcasting ====
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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.]]
  
 +
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==
  
===Weapon selection and skills===
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The [[status line]] shows you to be one of the following ranks when you reach the specified experience level:
=== Maximum skills ===
 
<div class="thumb tright">{{Archeologist skill table}}</div>
 
=== Starting skills ===
 
Archeologists start with ''Basic'' skill in the categories ''[[Bullwhip|Whip]]'' and ''[[Pick-axe]]''
 
  
=== Weapon strategy ===
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*XL 1–2: Digger
The best early [[weapons]] are the [[pick-axe]] and your starting whip (purely for the +2 bonus; whips are ordinarily quite poor). The whip can be applied towards a monster, 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. [[Dwarvish mattock]]s are two handed pick-axes that do more damage than any other non-artifact weapon. Generally you should use the pickaxe and advance it in skill whenever possible, preparing for finding a Dwarvish Mattock. However, if you start out with physical stats that assign penalties (such as 9 STR or 9 DEX) you may need to use the whip, purely for it's +2 bonus.
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*XL 3–5: Field Worker
 +
*XL 6–9: Investigator
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*XL 10–13: Exhumer
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*XL 14–17: Excavator
 +
*XL 18–21: Spelunker
 +
*XL 22–25: Speleologist
 +
*XL 26–29: Collector
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*XL 30: Curator
  
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. A normal [[silver saber]] is an excellent weapon - 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, that will help your pet, and will anger him but not anger other guards. As noted before the neutral artifact weapons for Archaeologists are quite good as well, and will allow you to start being effective with two-weapon skill (due to most having a +1d6 bomus). Lawful Arcs that manage to find a longsword can also dip for Excalibur. This is a desparate move as the +1d5 to hit and the -4 for using it unskilled cancels out. However Excalibur does +1d10 to all monsters, which may mean life or death when facing ants, killer bees or a horde of orcs. Sacrificing later and getting a different longsword gift (such as Firebrand, Demonbane or Sunsword) may unrestrict it.
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==Quest==
  
Archeologists have several decent options for melee weapons available in the early game, but the lack of a good ranged weapon will really hurt in the beginning. [[Boomerangs]] can be advanced to expert, but your chances of finding one without [[polypiling]] aren't very good and their flight pattern is unusual. While a boomerang will only return to you in a relatively open space, it has such high potential damage it can be effectively used as a conventional ranged weapon in tighter quarters, albeit over a short distance and with no return. [[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. Of these, daggers are probably the better option because you will never lose them. However if you find a large stack of darts with +2 or better [[enchantment]], you might consider using those instead.
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{{main|Archeologist quest}}
  
So you will definitely want to give a skill slot to daggers (or possibly darts). Advancing pick-axe to expert is probably also a good idea, as a [[dwarvish mattock]] may be your primary weapon until you get an [[artifact]]. That artifact will hopefully be [[Grayswandir]], so advance saber if you find one. That uses 12 [[skill slot]]s so far, which you will have available at [[experience level|XL]] 13 - before you do the quest.
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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.
  
Later on you may want expert (or skilled if you can get away with decent spell failure rates) divination for casting [[magic mapping]] and [[identify]], and basic in two weapon combat for supplementing your artifact sword with a [[silver saber]]. That uses 19 skill slots, for which you must be XL 20.
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== Variants ==
 +
=== 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.
  
[[Boomerangs]] are a very powerful ranged weapon. They are probably the most powerful ranged weapon available to Archeologists in the game. Unfortunately they are also very rare. If you find one or two early on, it's probably worth advancing your skill to basic. Very late in the game (XL 20 or over) you might consider [[polypiling]] for them. A stack of +7 boomerangs can do a lot of damage if advanced to expert level. However, it's probably not worth advancing your skill in boomerangs past basic if you only have 1 or 2 of them--thus this is only a viable strategy late in the game.
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=== 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 combinations. All Archeologists can use the [[research]] [[technique]] at level 1.
  
===Actions specific to an archeologist===
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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.
  
The following actions abuse your [[alignment record]]:
+
=== 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.
  
* digging up graves, if you are lawful. (You get the relevant message, "You feel like a despicable grave robber," regardless of your alignment, but do not suffer any negative consequences if you are neutral, for example.)
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=== FIQHack ===
* breaking historically significant [[statue]]s, like the ones on the [[Oracle]] level. (If you want to get at the [[spellbook]]s they might contain but avoid the alignment penalty, one effective workaround is to position yourself in a line with the statues and have a monster zap a [[wand of striking]] at you.)
+
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>
 
 
===Ascension kit===
 
 
 
{{main|Ascension kit}}
 
 
 
You should not rely on [[The Orb of Detection]] as a source of magic resistance; the [[Wizard of Yendor]] can easily steal it. Assuming you do not 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]].
 
 
 
== 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.
 
 
 
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.
 
 
 
== 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]].
 
  
 
== 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}}
  
{{nethack-343|offset=1}}
+
{{nethack-361|offset=1}}
 
{{featured}}
 
{{featured}}
 
[[Category:Roles]]
 
[[Category:Roles]]

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:

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