Difference between revisions of "Archeologist"

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(Revised Strategy section into early, mid, and late game phases)
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==Strategy==
 
==Strategy==
 +
=== Early game ===
 +
==== Objectives ====
 +
Early Archeologists are strong neither in combat nor spellcasting, so they must become proficient tool-users. An Archeologist must learn to use all available resources: their pet, their touchstone, their pickaxe, their sack, and so forth. 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.
  
Early Archeologists are neither berserkers nor powerful spellcasters, so they must become proficient tool-users. An Archeologist must learn to 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, like the [[Tourist]] and [[Healer]]. Archeologist is considered one of the most difficult roles, if not outright the most difficult.  
+
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.
  
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 the 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 +5 boost to Luck, so you might consider doing it even before you find a [[luckstone]].
+
The advantages of the Mines mean that it should usually be pursued before [[Sokoban]], at least through Minetown. Whether you continue to [[Mines' End]] is your choice; you might even identify a luckstone earlier along with your touchstone. Note that the random tools in the Mines can be valuable to Archeologists, and you will get more of them if you choose to go deeper.
  
Archeologists should have [[poison resistance]] before 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 Archeologists who start with low constitution and hp in most cases.  
+
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]].
  
Because Archeologists start with low physical stats and melee penalties, acquiring an artifact weapon is a central concern. When they find an altar, they should stay there and sacrifice monsters to convert the altar and get an artifact weapon. Lawful and Neutral Archeologists have good gift possibilities such as [[Grayswandir]], [[Mjollnir]], [[Vorpal Blade]], and [[Magicbane]]. With an artifact that gives a bonus to hit, they will be better able to employ two-weaponing, as the offhand weapon is guaranteed to hit if the artifact weapon hits.  
+
[[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 Archeologists 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 should probably get it at first opportunity (from wand, cloak, etc).  
+
Since you start with Stealth and Speed, [[invisibility]] is a highly desirable quality for avoiding monsters. A fast, invisible, stealthy opponent is hard to chase down.
  
Archeologists are better suited at the protection racket than any other class, as they can find and loot [[vaults]], identify and sell valuable [[gems]], and dig down to [[Minetown]]. They are also good at [[Sokoban]], because they can use their starting pickaxe to break boulders if need be, and they can use their sack to store the food and items that are plentiful there. Sokoban is also desirable for exercising [[strength]], which starts quite low for Archeologists.
+
==== 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.  
  
Since they start with high intelligence, Archeologists are better than most at reading spellbooks without needing to bless them. Their proficiency in matter, divination, healing, and attack spells means that they can be competent spellcasters as well. At the same time, armor is critical, since they start with low hit points and 1 point of AC. Whether to cast spells or wear metal armor depends on what items the player finds, but armor is generally much more important in the early game.
+
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.  
  
=== Weapon strategy ===
+
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.
  
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 using 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 for its +2 bonus.  
+
=== Mid game ===
 +
==== Objectives ====
 +
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.
  
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, it will anger him but not the other guards, and your pet is less likely to get killed.  
+
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.
  
As noted above, the neutral artifact weapons for Archeologists are quite good as well and will allow you to start being effective with two-weapon skill (due to most having a +1d6 bonus). Lawful Archeologists that manage to find a long sword can also dip for Excalibur. However, this is not always a good move because it will remain restricted, and its -4 unskilled penalty will more than cancel out its +1d5 to hit. Still, Excalibur's +1d10 damage to all monsters may mean life or death when facing ants, killer bees or a horde of orcs. Sacrificing later and getting gifted a different longsword artifact will unrestrict it.  
+
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]].
  
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]] 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.
+
==== 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, and it will still be harder to hit with than an ordinary weapon at Basic).  
  
So you will probably want to give a skill slot to daggers or darts. Advancing pick-axe to expert is also a good idea, as a [[dwarvish mattock]] should 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.
+
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.
  
In the mid-game and beyond, you may want to advance divination spells to skilled or expert for casting [[magic mapping]] and [[identify]], and two weapon combat to basic for supplementing your artifact sword with a [[silver saber]]. That uses 19 skill slots, for which you must be XL 20.
+
==== 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.
  
[[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 not worth advancing your skill in boomerangs past basic if you only have 1 or 2 of them - thus this may only be a worthwhile strategy late in the game.
+
=== 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 becomes reliable once you increase your experience level and Luck enough to offset the -7 to-hit penalty.
  
===Ascension kit===
+
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.
  
{{main|Ascension kit}}
+
==== 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. {{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.]]
  
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]].
+
You should have enough armor options at this point to be able to avoid all metallic armor if you want.
  
 
==Rank titles==
 
==Rank titles==

Revision as of 16:44, 29 April 2017

Archeologists are one of the harder roles, but can become powerful in the late game. They are often called Arcs for short and start the game with Speed and Stealth. 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 the Indiana Jones films.

Archeologists can be lawful (human or dwarf) or neutral (human or gnome).

Starting equipment

Intrinsics

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

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.

Lawful archeologists suffer a -3 alignment penalty for digging up a headstone. However, chaotic archeologists get a +3 alignment bonus.

Strategy

Early game

Objectives

Early Archeologists are strong neither in combat nor spellcasting, so they must become proficient tool-users. An Archeologist must learn to use all available resources: their pet, their touchstone, their pickaxe, their sack, and so forth. 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.

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. 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 usually be pursued before Sokoban, at least through Minetown. Whether you continue to Mines' End is your choice; you might even identify a luckstone earlier along with your touchstone. Note that the random tools in the Mines can be valuable to Archeologists, and you will get more of them if you choose to go deeper.

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 Stealth and Speed, invisibility is a highly desirable quality for avoiding monsters. A fast, invisible, stealthy opponent is hard to chase down.

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.

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 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.

Mid game

Objectives

Archeologists should have poison resistance before doing the quest, because the quest is full of poisonous snakes. Familiarize yourself with safe-to-eat monsters that give poison resistance, since Archeologists tend to have low constitution and HP.

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.

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

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, and it will still be harder to hit with than an ordinary weapon at Basic).

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.

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 becomes reliable once you increase your experience level and Luck enough to offset 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.

You should have enough armor options at this point to be able to avoid all metallic armor if you want.

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

SLASH'EM

In SLASH'EM, Archeologists may be doppelgangers, elves, or 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 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 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 stinking cloud.

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 ]

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