Difference between revisions of "Bones"

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A '''bones level''' is a [[level]] that is saved when you [[die]], which may be reloaded into some future game. Such levels are also known as '''bones files''' or simply '''bones'''.
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{{tocright}}
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In ''[[NetHack]]'', a '''bones level''' (also known as a '''bones file''' or simply '''bones''') refers to a [[level]] that is saved when the [[player]] character [[die]]s, which may be loaded in place of a normal level in some future game. Only one bones file is stored per dungeon level: it has a {{frac|3}} chance of being loaded in place of a standard map for that level, and will otherwise remain untouched.{{refsrc|src/bones.c|590|nethack=3.6.7|comment= "only once in three times do we find bones"}}
  
The game will store no more than one bones file per dungeon level. When a player enters a level for the first time and a bones file exists for that level, it will only be loaded as a bones level {{frac|3}} of the time;{{refsrc|bones.c|385|comment= "only once in three times do we find bones"}} otherwise, it will generate the usual level and the bones file will remain untouched.  
+
[[Trap]]s in early dungeon levels can feature '''"fake bones"''' that emulate actual bones files.
  
Bones levels can be a double-edged sword: the '''bones pile''' they contain will have all the dead adventurer's possessions, but if they were killed by a monster it will still be present. If a second adventurer is killed in a bones level, the level may then again be saved as bones, creating a '''double bones'''; in some cases, a triple or even a quadruple bones is possible.
+
==Generation==
 +
If a character dies on an eligible dungeon level, they have a <math>\frac{\lfloor \frac{depth}{4} \rfloor}{\lfloor \frac{depth}{4} \rfloor + 1}</math> chance of leaving bones, where ''D'' is equivalent to the depth of that level.{{refsrc|src/bones.c|323|nethack=3.6.7|comment=<code>can_make_bones</code> function}} In practice, this means that a bones file is never created or loaded above dungeon level 4. It is also entirely possible for a bones level to be saved as bones again if it is loaded as an eligible level by another character who is then killed on that level - in rare cases, players may encounter a triple or even quadruple bones.
  
As of [[NetHack 3.6.1]], some [[trap]]s in the earlier dungeon levels may be generated with a pre-aged corpse and a few cursed items on top of them; these are designed to simulate the "bones" of the trap's unfortunate victims. This does not occur with entirely non-lethal traps such as [[squeaky board]]s.
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Assuming that the level in question is eligible, the odds of a bones file being created can be expressed as inversely proportional to the equation ''floor(depth/4) + 1'' - there is a {{frac|2}} chance of bones being created at dungeon levels 4-7, a {{frac|2|3}} chance of bones being created at levels 8-11, a {{frac|3|4}} chance of bones being created on DL 12-15, a {{frac|4|5}} chance of bones being created on DL 16-19, and so on.
  
==Creation==
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In addition to dungeon levels 1-3, the other following levels are ineligible to create bones files on:{{refsrc|src/bones.c|20|nethack=3.6.7|comment=<code>no_bones_level</code> function}}
If you die in an eligible level, the chance of leaving bones is:
 
  
<math>\frac{\lfloor \frac{depth}{4} \rfloor}{\lfloor \frac{depth}{4} \rfloor + 1}</math>{{refsrc|src/bones.c|344|nethack=3.6.6}}
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* Any level with [[dungeon branch]] stairs or a [[magic portal]] (including a level that has a portal in a [[Fake Wizard's Tower]])
 +
* The first level of the [[Gnomish Mines]], if it is created on DL 3.
 +
* [[Mines' End]]
 +
* [[Sokoban]]
 +
* The home and goal levels of the [[Quest]]
 +
* [[Fort Ludios]]
 +
* [[Medusa's Island]]
 +
* The [[Castle]]
 +
* The top and bottom floors of [[Vlad's Tower]]
 +
* The top and bottom floors of [[The Wizard's Tower]]
 +
* The [[vibrating square]] level
 +
* [[Moloch's Sanctum]]
 +
* Any of the [[Elemental Planes]], including the [[Astral Plane]]
  
This means that the chance of leaving bones at DL 1&ndash;3 is 0%, DL 4&ndash;7 is 50%, DL 8&ndash;11 is 67%, DL 12&ndash;15 is 75%, DL 16&ndash;19 is 80%, etc.
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The same levels are ineligible to ''load'' bones files on, minus the Gnomish Mines if it appears on DL 3.
  
Ineligible levels for leaving bones include the following:<ref>{{function|bones.c|no_bones_level}}</ref>
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Bones files created in eligible [[special level]]s such as [[Minetown]] may be loaded as a different depth, and are generally exceptions to ad-hoc rules regarding dungeon generation (e.g. "no [[polymorph traps]] above dungeon level 8").
*The first three levels of the [[dungeon]], as shown above
 
*The first level of the [[Gnomish Mines]], if it is at DL 3. (However, you can still ''load'' bones anywhere in the mines.)
 
*[[Mines' End]]
 
*[[Sokoban]]
 
*The [[Quest|Quest Home]] and [[Quest|Quest Goal]] levels
 
*[[Fort Ludios]]
 
*[[Medusa's Island]]
 
*The [[Castle]]
 
*[[Vlad's Tower]], top and bottom (but the middle level is eligible)
 
*[[The Wizard's Tower]], top and bottom (but the middle level is eligible)
 
*[[Fake Wizard's Tower]], with portal
 
*The level containing the [[vibrating square]]
 
*[[Moloch's Sanctum]]
 
*The [[Elemental Planes]]
 
*The [[Astral Plane]]
 
*Any level with a portal (to the [[quest]], [[Fort Ludios]], or the [[Wizard's Tower]])
 
*Any level with stairs leading to multiple different [[branch]]es
 
  
Bones files in eligible [[special level]]s, such as [[Minetown]], may be loaded as bones at a different level than they were saved at, sometimes breaking other ad-hoc rules like 'no [[polymorph traps]] above dungeon level 8'.
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===Fake bones===
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As mentioned above, "fake bones" can be generated on traps in early dungeon levels: a trap that is lethal in some manner will generate a pre-aged [[corpse]] along with some cursed objects atop the pile, and traps that generate and/or shoot objects will have at least a few of those objects among the pile.{{refsrc|src/mklev.c|1431|nethack=3.6.7}}{{refsrc|src/mklev.c|1460|nethack=3.6.7}}{{refsrc|src/mklev.c|1490|nethack=3.6.7}}{{refsrc|src/mklev.c|1528|nethack=3.6.7}}
  
==Clues==
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==Description==
 +
A bones level will contain some remnant of the former player character - this is determined at the time of death, and is usually a named [[ghost]] paired with an appropriate corpse, though other monsters and/or objects can be left behind depending on the [[monster]] who killed them:
  
Some things that may indicate that a level is a bones level:
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* If the character was killed by any {{mcsl|V}} ([[vampire]], [[vampire lord]], or [[Vlad the Impaler]]), a named regular vampire replaces the ghost.
* An abnormally large concentration of different [[monster]]s.
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* If the character was killed by any {{mcsl|W}} ([[wraith]], [[barrow wight]], or [[Nazgul]]), a named regular wraith replaces the ghost.
* Wounded monsters (can be identified with a [[stethoscope]], but note that ordinary traps can also wound monsters).
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* If the character was killed by a [[ghoul]], the ghost is replaced with a named ghoul.
* Broken [[door]]s (can be identified with [[far look]]).
+
* If the character was killed by a [[mummy]], the ghost is replaced with a mummy of the appropriate race ([[human mummy]], [[elf mummy]], etc.) bearing the late character's name and holding their inventory - they will also be generated with a [[mummy wrapping]] if they do not already possess one.{{refsrc|src/bones.c|424|nethack=3.6.7}}
* Unusual holes in walls (but they may also be created by a [[tunneling monster]], especially if there are tunnels containing rocks nearby).
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* If the character was killed or petrified by a [[cockatrice]] or [[chickatrice]], a statue of the character containing their inventory is left instead of a monster and/or corpse.
* Empty or partly empty [[throne room]]s, [[zoo]]s, [[leprechaun hall]]s, or other [[special room]]s.
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* If the character was killed by [[sliming]], the ghost is replaced with a named [[green slime]].
* [[Engrave]]d messages other than those randomly placed by ''NetHack''.
+
 
* Few to no [[item]]s lying on the floor.
+
If the cause of death does not leave behind a statue or a mummy, a [[headstone]] will be generated on the spot where the character was killed, with any monster that represents the former player character generated [[asleep]] atop it; every item in the former character's inventory will be placed atop the headstone, along with their corpse if applicable. A character that dies and leaves behind a statue will instead have their inventory made into the statue's contents.
* Suspicious or unusual items around the level. For example, disarmed [[bear trap]]s are never generated randomly.
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* [[Container]]s with contents unlike those randomly generated, such as weapons and armor.
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The level will also be saved in the state it was in at the time of their death, with some exceptions:
* Piles of items related to specific monsters. A collection of [[quarterstaff]]s or [[leather armor]]s, or even a noticeable number of [[Elf (starting race)#Elven items|elven]], [[Dwarf (starting race)#Dwarvish items|dwarvish]], or orcish items can indicate that some combat has occurred on the level before you arrived.
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* A [[ghost]], in a room other than a [[graveyard]]. Note that bones ghosts will always be named after the dead player, and a ghost with one of the [[Ghost#Ghost names|random names]] does not indicate bones. Also, a few special levels generate one random ghost when they are created; this also does not indicate bones.
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* The [[invocation items]] and the [[Amulet of Yendor]] are always replaced with mundane equivalents:
* A named [[mummy]], [[wraith]], [[vampire]], or [[green slime]].
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** The Amulet is replaced by a cursed [[cheap plastic imitation of the Amulet of Yendor]].{{refsrc|src/bones.c|150|nethack=3.6.7}}
* [[Call|Named]] monsters.
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** The [[Candelabrum of Invocation]] is replaced by a cursed, partly-used and unlit [[wax candle]].{{refsrc|src/bones.c|154|nethack=3.6.7}}
* Monsters which should not be generated for this particular level or at your current difficulty (for example, an [[archon]] on DL4).
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** The [[Bell of Opening]] is replaced by a cursed [[bell]].{{refsrc|src/bones.c|165|nethack=3.6.7}}
* Presence of [[corpse]]s, which are never randomly generated, except in the [[Valley of the Dead]], [[Minetown#Orcish Town|Orcish Town]], and on top of traps in the first four levels of the Dungeons of Doom or behind [[iron bars]]. (Corpses might also be caused by random monsters dying to traps.)
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** The [[Book of the Dead]] is replaced by a cursed [[spellbook of blank paper]].{{refsrc|src/bones.c|167|nethack=3.6.7}}
* Presence of [[slime mold|fruit]] (slime mold) with a different name from the one you set. This is a dead giveaway.
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* Former pets will become hostile.{{refsrc|src/bones.c|444|nethack=3.6.7}}
 +
* The following monsters will not be present:{{refsrc|src/bones.c|363|nethack=3.6.7}}
 +
** [[Medusa]]
 +
** the [[Wizard of Yendor]]
 +
** [[Vlad the Impaler]]
 +
** your [[quest nemesis]]
 +
** your [[quest leader]]
 +
* Corpses of unique monsters are exchanged for [[doppelganger]] corpses, and their statues will be animated as doppelgangers in the guise of those monsters - [[tin]]s of unique monsters will be made empty.{{refsrc|src/bones.c|122|nethack=3.6.7}}{{refsrc|src/bones.c|127|nethack=3.6.7}}{{refsrc|src/bones.c|137|nethack=3.6.7}}{{refsrc|src/bones.c|146|nethack=3.6.7}}
 +
 
 +
A character that loads a bones level will always have their [[quest artifact]] and any other [[artifact]] that was already created in their game replaced with their regular [[base item]]s - for example, a character that has generated [[Stormbringer]] and loads a bones level where the former character had Stormbringer will find a [[runesword]] in their bones pile instead. All artifacts that are not replaced will revert to their base [[alignment]], e.g. [[the Mitre of Holiness]] in bones is always lawful, even if found in the bones of a chaotic [[priest]]. Every other item in the former character's inventory has a {{frac|4|5}} chance each of being cursed outright, and with the above exceptions will otherwise retain their original [[beatitude]]; individual and per-type item [[name]]s are cleared, with the exception of the [[nameable fruit]].
 +
 
 +
===Bones files locations===
 +
On the [[Windows]] port, the data for a bones file is stored in the [[playground]] directory. As the filename contains clues to where the player died, it is trivial to identify potential bones levels. The file is created when a character dies on a bones-capable level, and is deleted when a bones level is reached and incorporated into an active game - if the character later dies on a bones-capable level, the file may be re-created with the appropriate filename. A player observing the files within the playground can notice when a suitable level is coming up and spot if bones are loaded for that level.
 +
 
 +
The file naming format used is "bon''<nowiki><branch><role>.<level></nowiki>''" - for example, "bonM0.T" is a bones file for Minetown. The file itself is not meant to be human-readable. The characters used in the filename are defined in [[dungeon.def]]:
 +
 
 +
*''<nowiki><branch></nowiki>'' is one of:
 +
** D &ndash; [[Dungeons of Doom]]
 +
** M &ndash; [[Gnomish Mines]]
 +
** G &ndash; [[Gehennom]]
 +
** T &ndash; Vlad's Tower
 +
** Q &ndash; Quest
 +
* ''<nowiki><role></nowiki>'':
 +
** Is normally "0", if part of the normal dungeon
 +
** Changes to represent role-specific quest branches, e.g. "Bar" for [[Barbarian quest]], "Wiz" for [[Wizard quest]], etc.{{refsrc|src/files.c|765|nethack=3.6.7}}
 +
*''<nowiki><level></nowiki>'' is one of:
 +
** Numbers 1 through 53 &ndash; these correspond to ordinary levels that are eligible for leaving bones. This number is offset from the first of the branch appropriate&mdash;e.g. if the bones are on the second level of the mines, the filename would be "bonM0.2".
 +
** O &ndash; [[Oracle]] (if <nowiki><branch></nowiki> is "D", as the Oracle can only be in the Dungeons of Doom and Orcus Town shares "O")
 +
** T &ndash; [[Minetown]]
 +
** R &ndash; [[Rogue level]]
 +
** V &ndash; [[Valley of the Dead]]
 +
** A &ndash; [[Asmodeus]]' Lair
 +
** B &ndash; [[Baalzebub]]'s Lair
 +
** J &ndash; [[Juiblex]]'s Swamp
 +
** O &ndash; [[Orcus Town]] (if <nowiki><branch></nowiki> is "G", as Orcus Town can only be in Gehennom and the Oracle shares "O")
 +
** X &ndash; [[Wizard's Tower]]
 +
 
 +
===Wizard mode===
 +
In [[wizard mode]], you will be prompted when you reach a bones level with the message ''"Get bones? [yn] (n)"'', allowing you to selectively retrieve the bones file for that level. You'll also get the prompt ''"Unlink bones? [yn] (n)"''. Selecting ''y'' removes that bones file from the possible set of bones files for normal games.
 +
 
 +
When you die on a bones-suitable level, you will be presented with the opportunity to ''"Save bones? [yn] (n)"'', allowing you to selectively save bones files. If there was already a bones file for that level (i.e. you said "no" to getting bones when entering a level) you will also be prompted with ''"Bones file already exists. Replace? [yn] (n)"'', allowing you to selectively overwrite the bones file for that level.
  
 
==Strategy==
 
==Strategy==
A bones level will contain some remnant of the player whose bones are laying about. Typically this is a [[ghost]] bearing the name of the player, which will be sleeping over the bones pile unless something woke it up.  
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Bones levels can be a double-edged sword: the bones pile they contain will have all the dead adventurer's possessions, including several valuable additions to bolster a character's current kit, but a majority of those items will be cursed - it is usually a [[bad idea]] to [[quaff]], [[read]], [[wield]], or [[wear]] anything from a bones pile until its beatitude has been properly identified. The bones pile may also contain several artifacts: this also includes typically-unwanted ones, and any amount of artifacts will increase the count for that game and make future [[wish]]es for artifacts more difficult. The level will also contain most of the monsters present at the time of the character's death, most likely including the one that killed the previous character; if that monster has dangerous [[armor]], [[weapon]]s, [[wand]]s, and/or other items, it is also very likely to use them against the current character that discovered it.
  
Depending on what the player was killed by, a monster other than the ghost will appear:
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A ghost or other similar monster created on top of the bones pile can prevent monsters from gaining access to the former character's inventory until it is woken up and moves off the pile, keeping dangerous items out of their hands until you can get to them; conversely, a bones wraith or vampire that is woken up will immediately try to pick up and equip what they can to use against a character. It is a good idea to turn off [[autopickup]] temporarily before stepping onto the bones pile, in order to prevent sudden and accidental [[encumbrance]] while sorting through its contents; [[stealth]] may also be worthwhile for keeping the bones monster asleep until you can determine an ideal approach. If a headstone is generated under a bones pile, [[Elbereth]] cannot be [[engraved]] to keep away monsters, though a [[scroll of scare monster]] (including an existing one in the pile) will deter most of them.
  
* If the player was killed by any {{white|V}} ([[vampire]], [[vampire lord]], or [[Vlad]]), a named (regular) [[vampire]] replaces the ghost.
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===Cursed bags===
* If the player was killed by any {{white|W}} ([[wraith]], [[barrow wight]], or [[Nazgul]]), a named [[wraith]] replaces the ghost.
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A [[bag]] in a bones pile may potentially be a cursed [[bag of holding]], though there is the possibility of it merely being the sack of a former [[Rogue]] or [[Archeologist]] - see the section below on [[#Forensics|forensics]] for more details on determining bones contents by role. It is generally unwise to [[loot]] such a bag unless it is conclusively known to not be a cursed bag of holding, as this risks destroying valuable contents. A bag that places an unencumbered character at stressed encumbrance or worse is likely to be a cursed bag of holding, with higher encumbrance from the bag signifying better odds - even then, this is not always a certainty, e.g. the former character may have engaged in packrat behavior, or else been killed in the midst of transporting a [[stash]].
* If the player was killed by a [[ghoul]], the ghost is replaced with a ghoul.
 
* If the player was killed by a [[mummy]], the ghost is replaced with the appropriate mummy (human mummy, elf mummy, etc.)
 
* If the player was killed or petrified by a [[cockatrice|footrice]], there is a statue of the player instead, even if the player did not die by [[stoning]].
 
  
Killing or luring the ghost or monster away gives you access to the bones pile, which contains the entire inventory of the player when they died. Every item in the bones pile has an 80% chance of being cursed outright, and a 20% chance of retaining its original [[BUC]]. It is thus usually a [[bad idea]] to [[quaff]], [[read]], [[wield]], or [[wear]] anything from a bones pile until it has been properly BUC identified.  Turning off [[autopickup]] temporarily before you step onto the bones pile is a good idea, so you can look through the items at your leisure and don't accidentally encumber yourself by picking up many items at once.
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If you confirm a cursed bag of holding and manage to get it into your inventory, and are not encumbered enough that you cannot act, you can use a [[scroll of remove curse]], the [[spell of remove curse]] or a [[potion of holy water]] to uncurse it - if not, you can move aside items you do not want cancelled and zap a [[wand of cancellation]] at it, which sets a container's beatitude to uncursed without affecting the contents. As a last resort, you can #[[tip]] it onto the ground to try and preserve most of the contents.
  
If there is a [[bag]] in the bones pile, it may be a [[bag of holding]] (unless the adventurer appears to be an early [[Rogue]] or [[Archeologist]], in which case it's probably just a sack). Since the bag may be cursed, it might not be wise to [[loot]] it on the spot and risk destroying its contents. Try to lift it; if you find it very difficult or impossible, it is likely a cursed bag of holding. If you can get it into your inventory, you can treat it with a [[scroll of remove curse]] or dip it in a [[potion of holy water]]. If not, you can zap a [[wand of cancellation]] at it on the floor to uncurse it. As a last resort, you can [[tip]] it.
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===Forensics===
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There are various observable signs that a character has found a bones level, in rough order of likelihood:
  
Beware! The original killer is still lurking about the level, probably not too far from the site of the bones. If you discover a bones pile with very advanced items, be very careful about running into whatever managed to kill your predecessor! A [[headstone]] generates under the bones pile; this means that you can't engrave [[Elbereth]] on that square to keep monsters from attacking you while you sort through it. If you need to fight, step into another square. Alternatively, stand on top of a [[scroll of scare monster]]. (There might even be one in the bones pile already.)
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* The presence of fruit with a different name from yours is often a dead giveaway.
 +
** As type-naming fruit is a free action, a character that is about to die may rename their fruit to inform the next character that finds the level of their demise - engravings can also work for this purpose, though they are most effective when done ahead of time and without using a resource that may otherwise aid in survival. A character can only engrave a maximum of eight characters per turn, which limits their final vocabulary to phrases like "[[mind flayer|purple h]]", "[[GWTWOD]]", or "[[Archon]]".
 +
* Abnormal monster presence (or lack thereof):
 +
** Detecting any named monster - particularly a named former pet, a ghost with a non-standard name, and/or is any of the other bones-eligible monsters listed above - is frequently a telltale sign.
 +
** Large concentrations of different [[monster]]s can signify a read cursed [[scroll of create monster]], as well as possibly repeated castings of [[summon nasties]] on later floors.
 +
** Partially or completely empty [[special room]]s, such as [[throne room]]s, [[zoo]]s or [[leprechaun hall]]s.
 +
** A ghost outside of a graveyard, especially with a non-default name - note that this may also be the result of a monster quaffing a [[milky potion]]. A few special levels (e.g. [[Asmodeus' Lair]]) also generate a random ghost when they are created.
 +
** Out-of-depth or non-random monster generation, e.g. an Archon or a [[water demon]] on DL 4.
 +
** Wounded monsters can signal combat occurring prior to the character's death, and can be identified with a [[stethoscope]] - but note that ordinary traps can also wound monsters.
 +
* Unusual [[item]] placement:
 +
** Few to no items lying on the floor.
 +
** Items that are not usually generated, such as disarmed [[bear trap]]s.
 +
** Piles of items related to specific monsters, such as a collection of [[quarterstaves]] or [[leather armor]] for [[golem]]s, or noticeable piles of [[racial equipment]] - this also typically indicates that some level of combat occurred prior to the character's death.
 +
** [[Chest]]s and other [[container]]s with abnormal contents, such as weapons and armor.
 +
** The presence of [[corpse]]s, which are only generated at level creation in the [[Valley of the Dead]], [[Orcish Town]], behind [[niche]]s (sometimes marked with [[iron bars]]), and atop traps on the first four levels of the dungeon. Of note is that corpses may also be left if monsters are killed by traps before you encounter either.
 +
* Non-random engravings.
 +
* Broken [[door]]s (can be identified with [[far look]]).
 +
* Unusual holes in walls - these may be created by a [[tunneling monster]], especially if there are tunnels containing rocks nearby.
  
On the other hand, you want to get at any wands of fire or lightning the player may have been carrying before monsters can use them against you. Luckily, the ghost on top is generated asleep and will prevent other monsters from moving onto the pile until you wake it up.
+
When encountering a bones level, it can be advantageous to know some details of the deceased character: for example, if a bones pile has a [[quarterstaff]], a randomly named [[cloak]], two [[spellbook]]s, and a [[magic marker]], you can be fairly certain the corpse is that of an early wizard, from which you can deduce that the cloak is a [[cloak of magic resistance]]. This method comes with no guarantees, but the more "indicator items" you find, the more certain you can be.
  
==Forensics==
+
Below is a list of each role's "indicator items":
===Item identification===
 
Objects that the deceased player has [[name|#named]] will be reset to whatever description that object has in the current player's game. In other words, if the deceased had a yellow potion named "this burns when thrown" (meaning it was [[Potion of acid|acid]]), but acid in the current player's game is a purple potion, the potion will show up as purple, without a name. The exception to this rule is [[fruit]], which retains its name in bones piles. Thus, naming your fruit "Look out for the [[master mind flayer]]!" is a clever dying action to inform the next player about your demise. [[Engraving]] is a more restrictive method of issuing such warnings, as you can only engrave a maximum of eight characters per turn, which limits your final vocabulary to phrases like "[[mind flayer|purple&nbsp;h]]", "[[GWTWOD]]", or "[[Archon]]".
 
  
Assuming that the game is being played on a public server that provides [[dumplog]]s, the less scrupulous may look up the dumplog to see what items were carried. As these logs include an ASCII image of the game map at time of death, determining which of the logs belongs to the body you found is simple. This is [[Cheating#Probably cheating|probably cheating]], though, and some players frown upon it.
 
 
====Identification via the class of the deceased====
 
When encountering a bones level, it can be advantageous to know some details of the deceased, or at least his or her class. For example, if you find a [[grave]] with a [[quarterstaff]], a randomly named [[cloak]], two [[spellbook]]s, and a [[magic marker]], you can be fairly certain the corpse is that of an early wizard, from which you can deduce that the cloak is a [[cloak of magic resistance]]. This method comes with no guarantees, but the more "indicator items" you find, the more certain you can be.
 
 
{|class="prettytable striped"
 
{|class="prettytable striped"
 
!Class  
 
!Class  
Line 93: Line 140:
 
|-
 
|-
 
|Caveman
 
|Caveman
|large number of [[rock]]s and/or [[flint stone]]s
+
|[[club]], [[sling]], large number of [[rock]]s and/or [[flint stone]]s
 
|-
 
|-
 
|Healer
 
|Healer
Line 99: Line 146:
 
|-
 
|-
 
|Knight
 
|Knight
|[[lance]], many [[apple]]s and [[carrot]]s, [[saddle]] (possibly on a [[horse]])
+
|[[lance]], many [[apple]]s and [[carrot]]s, [[saddle]] (possibly on a still-live [[pony]] or other steed)
 
|-
 
|-
 
|Monk
 
|Monk
Line 105: Line 152:
 
|-
 
|-
 
|Priest
 
|Priest
|4 [[potions of water]], both of: [[mace]] and [[robe]]
+
|4 [[potions of water]], [[mace]] and [[robe]]
 
|-
 
|-
 
|Ranger
 
|Ranger
Line 114: Line 161:
 
|-
 
|-
 
|Samurai
 
|Samurai
|large stack of [[ya]] (bamboo arrows), katana and short sword
+
|large stack of [[ya]] (bamboo arrows), [[katana]] and short sword
 
|-
 
|-
 
|Tourist
 
|Tourist
Line 126: Line 173:
 
|}
 
|}
  
Rogues and Valkyries are hard to identify, since they both start with items common to other classes, or commonly generated. A +3 small shield almost certainly used to belong to a Valkyrie, but to determine the [[enchantment]], you need to either [[identify]] or [[wear|try on]] the shield.
+
Rogues and Valkyries are among the hardest to identify, since they both start with items that are either common to other roles or commonly generated. A +3 small shield almost certainly used to belong to a Valkyrie, but requires [[identification]] or wearing to reveal the [[enchantment]].
  
==Substitutions==
+
===Ethics===
The following items will be substituted upon a save:
+
From a game design point of view, bones are potentially unbalancing, and a few players object to using bones items for this reason - finding one's own bones is an even more difficult position. Luckily, on a [[public server]] there are enough players that this is unlikely to happen frequently. If a public server provides [[dumplog]]s, other players that encounter bones may look up the dumplogs to see which one corresponds to the bones level and what items it contains were carried.
{|class="prettytable striped"
 
!Died with
 
!Saved with
 
|-
 
|[[Amulet of Yendor]]
 
|cursed [[cheap plastic imitation of the Amulet of Yendor]]
 
|-
 
|[[Candelabrum of Invocation]]
 
|cursed, used, unlit [[wax candle]]
 
|-
 
|[[Bell of Opening]]
 
|cursed [[bell]]
 
|-
 
|[[Book of the Dead]]
 
|cursed [[spellbook of blank paper]]
 
|}
 
  
Upon loading, the following artifacts are changed to their base type:
+
Some players [[Cheating#Probably cheating|consider this cheating]] and frown upon it, to the point of once being a subject of endless [[RGRN]] debates about the value of such wins. While using bones items in a normal game is perfectly fine, it can often make a difficult game much easier by providing items that the current player has not "earned" yet; [[speed run]]s typically do not load bones files at all unless actively performing bones-stuffed play.
* Your [[quest artifact]]
 
* Any artifact that was already created in your game
 
  
Note that the [[alignment]] of any quest artifact is not affected by the alignment of the deceased: if the [[Mitre of Holiness]] is found in bones, you will be unable to grasp it unless you are lawful, even if it was retrieved from Nalzok by a chaotic [[priest]].
+
With all this in mind, being able to "effortlessly" determine bones contents does not guarantee that a player will be able to use those items effectively, much less perform well in later stages of the game: Even with "perfect" outside knowledge of bones items, resources are still necessary to uncurse and properly utilize most of them, and this assumes that a character can reach the bones pile safely to begin with - every bones pile looks "free" until you are blindsided by [[Yeenoghu]] or a former character's pet [[arch-lich]]!
  
Additionally, certain monsters will never be saved in bones:{{refsrc|bones.c|226}}
+
==History==
* [[Medusa]]
+
In [[NetHack 3.4.3]] and some previous versions, including variants based on these versions, the statues and corpses of unique monsters will revive as those monsters - this is [[Bugs in NetHack 3.4.3#C342-54|bug C342-54]], and is fixed in [[NetHack 3.6.0]] via {{commit|fbfb8e92abd9aa4e2420e5b24bb77eeddb926bc7}}.
* the [[Wizard of Yendor]]
 
* [[Vlad the Impaler]]
 
* your [[quest nemesis]]
 
* your [[quest leader]]
 
  
Their statues and corpses are unaffected ([[Bugs in NetHack 3.4.3#C342-54|bug C342-54]]), but upon revival, will turn into [[doppelganger]]s.<ref>{{commit|fbfb8e92abd9aa4e2420e5b24bb77eeddb926bc7|commit fixing unique monster bones revival}}</ref>
+
==Variants==
 +
{{todo|Add further information about changes introduced in variants (for example [[UnNetHack]]).}}
  
Tame monsters will turn hostile.{{refsrc|bones.c|299}}
+
===SLASH'EM===
 +
In the [[Windows]] port of [[SLASH'EM]], the portion of the filename containing the role name can be "Law", "Neu" and "Cha", which represents the [[alignment quest]]s, and the letter representing the branch can be "N", which corresponds to the [[Nymph level (SLASH'EM)|nymph level]].
  
==Ethics==
+
===UnNetHack===
Using bones items in a normal game is perfectly fine. Bones can often make a difficult game much easier by providing items that the current player has not "earned" yet. If you are going for some record, especially a [[speed run]], the [[ascension]] is likely more impressive if not using bones items at all.
+
In the [[Windows]] port of  [[UnNetHack]], the portion of the filename containing the letter representing the branch can be "N", which corresponds to the [[Nymph level (UnNetHack)|nymph level]].
  
From a game design point of view, bones are potentially unbalancing, and a few players object to using bones items for this reason. Finding one's own bones is an even more difficult position. Luckily on a [[public server]] there are enough players that this is unlikely to happen too frequently.
+
===dNethack===
 
+
In [[dNetHack]], additional non-standard monsters can be left behind in place of a ghost if a bones file is created:
If the deceased player's [[dumplog]] is available, it can be used to identify items in the bones pile. This could be considered [[cheating]]. Many players do it, but endless debates rage on [[RGRN]] about the value of such wins. Please disclose dumplog usage.
 
 
 
== Bones files locations ==
 
On the Windows port, the data for a bones file is stored in the [[playground]] directory. As the filename contains clues to where the player died, it is trivial to identify potential bones levels. The file is created when a player dies on a bones-capable level and is deleted when a bones level is reached and incorporated in to an active game. If the player later dies on a bones-capable level, the file may be re-created with the appropriate filename.
 
 
 
Thus, if the player observes the files within the playground, they can notice when a suitable level is coming up, and notice if the file is deleted, and thus know that they are on a bones level.
 
 
 
The file naming format that is used is "bon''<nowiki><branch><role>.<level></nowiki>''", for example "bonM0.T" is the bones file for Minetown.
 
 
 
Within the filename, ''<nowiki><branch></nowiki>'' is one of:
 
* D &ndash; [[Dungeons of Doom]]
 
* M &ndash; [[Gnomish Mines]]
 
* G &ndash; [[Gehennom]]
 
* T &ndash; [[Vlad's Tower]]
 
* Q &ndash; [[Quest]]
 
 
 
And ''<nowiki><role></nowiki>'':
 
* Is normally "0", if part of the normal dungeon
 
* Changes to "Bar" for [[Barbarian]], "Wiz" for [[Wizard]] etc - specific branches for [[quest]]s. In [[SLASH'EM]], can also be "Law", "Neu" and "Cha" for the [[alignment quest]]s.{{refsrc|files.c|617}}
 
 
 
And ''<nowiki><level></nowiki>'' is one of:
 
* Numbers 1 through 53 &ndash; ordinary levels eligible for leaving bones (this number is offset from the first of the branch appropriate&mdash;e.g. if the bones are on the second level of the mines, the filename would be "bonM0.2")
 
* O &ndash; [[Oracle]] (if <nowiki><branch></nowiki> is "D", as the Oracle can only be in the Dungeons of Doom and Orcus Town shares "O")
 
* T &ndash; [[Minetown]]
 
* R &ndash; [[Rogue level]]
 
* V &ndash; [[Valley of the Dead]]
 
* A &ndash; [[Asmodeus]]' Lair
 
* B &ndash; [[Baalzebub]]'s Lair
 
* J &ndash; [[Juiblex]]'s Swamp
 
* O &ndash; [[Orcus Town]] (if <nowiki><branch></nowiki> is "G", as Orcus Town can only be in Gehennom and the Oracle shares "O")
 
* X &ndash; [[Wizard's Tower]]
 
* N &ndash; [[Nymph level]] (exists in [[SLASH'EM]] and [[UnNetHack]])
 
 
 
The file is not designed to be human-readable. The characters corresponding to each level and branch are defined in [[dungeon.def]].
 
 
 
== Wizard mode ==
 
In [[wizard mode]], you will be prompted when you reach a bones level with the message ''"Get bones? [yn] (n)"'', allowing you to selectively retrieve the bones file for that level. You'll also get the prompt ''"Unlink bones? [yn] (n)"''. Selecting ''y'' removes that bones file from the possible set of bones files for normal games.
 
  
When you die on a bones-suitable level, you will be presented with the opportunity to ''"Save bones? [yn] (n)"'', again allowing you to selectively save bones files. If there was already a bones file for that level (i.e. you said no to getting bones when entering a level) you will also be prompted with ''"Bones file already exists. Replace? [yn] (n)"'', allowing you to selectively overwrite the bones file for that level.
+
* Characters killed by [[dreadblossom swarm]]s and [[shade]]s that leave bones will become a monster of the same type behind instead of a ghost.
 
+
* Characters killed by [[dread seraph]]s leave behind [[skeleton]]s.
==Variants==
+
* Characters killed by [[gnoll ghoul]]s leave behind regular [[ghoul]]s.
===dNethack===
+
* [[Binder]]s will always leave [[broken shadow]]s instead of ghosts in a bones file.
In addition to the above monsters, [[dreadblossom swarm]]s and [[shade]]s leave a monster of the same type instead of a ghost if a bones file is created from them killing the player. [[Dread seraph]]s leave [[skeleton]]s, and [[gnoll ghoul]]s will leave regular [[ghoul]]s. [[Binder]]s will always leave [[broken shadow]]s (a weaker version of a shade) instead of ghosts in a bones file.
 
  
 
Note that [[Mammon]] does not currently leave a golden statue in a bones file.
 
Note that [[Mammon]] does not currently leave a golden statue in a bones file.
  
 
===FIQHack===
 
===FIQHack===
Bones in [[FIQHack]] are more dangerous than in vanilla: the ghost will have the same intrinsics as the deceased character, and there is also a 33% chance that the ghost will be replaced with a [[player monster]] that has the same inventory, spells, and intrinsics as the dead character.
+
In [[FIQHack]], bones are much more dangerous than in ''NetHack'': any ghost or other monster will have the same intrinsics as the deceased character, and there is a {{frac|3}} chance that the ghost will be replaced with a live [[player monster]] that has the same spells and intrinsics and access to their former inventory.
 
 
{{todo|Add information about changes introduced in variants (for example [[UnNetHack]])}}
 
 
 
==References==
 
<references/>
 
  
 
==See also==
 
==See also==
Line 228: Line 212:
 
*[[Options#bones|Options § bones]]
 
*[[Options#bones|Options § bones]]
  
 +
==References==
 +
<references/>
 +
{{nethack-367|offset=1}}
 
{{featured}}
 
{{featured}}
 
[[Category:Dungeon features]]
 
[[Category:Dungeon features]]
{{nethack-360|offset=1}}
 

Latest revision as of 23:44, 9 April 2024

In NetHack, a bones level (also known as a bones file or simply bones) refers to a level that is saved when the player character dies, which may be loaded in place of a normal level in some future game. Only one bones file is stored per dungeon level: it has a 13 chance of being loaded in place of a standard map for that level, and will otherwise remain untouched.[1]

Traps in early dungeon levels can feature "fake bones" that emulate actual bones files.

Generation

If a character dies on an eligible dungeon level, they have a \frac{\lfloor \frac{depth}{4} \rfloor}{\lfloor \frac{depth}{4} \rfloor + 1} chance of leaving bones, where D is equivalent to the depth of that level.[2] In practice, this means that a bones file is never created or loaded above dungeon level 4. It is also entirely possible for a bones level to be saved as bones again if it is loaded as an eligible level by another character who is then killed on that level - in rare cases, players may encounter a triple or even quadruple bones.

Assuming that the level in question is eligible, the odds of a bones file being created can be expressed as inversely proportional to the equation floor(depth/4) + 1 - there is a 12 chance of bones being created at dungeon levels 4-7, a 23 chance of bones being created at levels 8-11, a 34 chance of bones being created on DL 12-15, a 45 chance of bones being created on DL 16-19, and so on.

In addition to dungeon levels 1-3, the other following levels are ineligible to create bones files on:[3]

The same levels are ineligible to load bones files on, minus the Gnomish Mines if it appears on DL 3.

Bones files created in eligible special levels such as Minetown may be loaded as a different depth, and are generally exceptions to ad-hoc rules regarding dungeon generation (e.g. "no polymorph traps above dungeon level 8").

Fake bones

As mentioned above, "fake bones" can be generated on traps in early dungeon levels: a trap that is lethal in some manner will generate a pre-aged corpse along with some cursed objects atop the pile, and traps that generate and/or shoot objects will have at least a few of those objects among the pile.[4][5][6][7]

Description

A bones level will contain some remnant of the former player character - this is determined at the time of death, and is usually a named ghost paired with an appropriate corpse, though other monsters and/or objects can be left behind depending on the monster who killed them:

  • If the character was killed by any V (vampire, vampire lord, or Vlad the Impaler), a named regular vampire replaces the ghost.
  • If the character was killed by any W (wraith, barrow wight, or Nazgul), a named regular wraith replaces the ghost.
  • If the character was killed by a ghoul, the ghost is replaced with a named ghoul.
  • If the character was killed by a mummy, the ghost is replaced with a mummy of the appropriate race (human mummy, elf mummy, etc.) bearing the late character's name and holding their inventory - they will also be generated with a mummy wrapping if they do not already possess one.[8]
  • If the character was killed or petrified by a cockatrice or chickatrice, a statue of the character containing their inventory is left instead of a monster and/or corpse.
  • If the character was killed by sliming, the ghost is replaced with a named green slime.

If the cause of death does not leave behind a statue or a mummy, a headstone will be generated on the spot where the character was killed, with any monster that represents the former player character generated asleep atop it; every item in the former character's inventory will be placed atop the headstone, along with their corpse if applicable. A character that dies and leaves behind a statue will instead have their inventory made into the statue's contents.

The level will also be saved in the state it was in at the time of their death, with some exceptions:

A character that loads a bones level will always have their quest artifact and any other artifact that was already created in their game replaced with their regular base items - for example, a character that has generated Stormbringer and loads a bones level where the former character had Stormbringer will find a runesword in their bones pile instead. All artifacts that are not replaced will revert to their base alignment, e.g. the Mitre of Holiness in bones is always lawful, even if found in the bones of a chaotic priest. Every other item in the former character's inventory has a 45 chance each of being cursed outright, and with the above exceptions will otherwise retain their original beatitude; individual and per-type item names are cleared, with the exception of the nameable fruit.

Bones files locations

On the Windows port, the data for a bones file is stored in the playground directory. As the filename contains clues to where the player died, it is trivial to identify potential bones levels. The file is created when a character dies on a bones-capable level, and is deleted when a bones level is reached and incorporated into an active game - if the character later dies on a bones-capable level, the file may be re-created with the appropriate filename. A player observing the files within the playground can notice when a suitable level is coming up and spot if bones are loaded for that level.

The file naming format used is "bon<branch><role>.<level>" - for example, "bonM0.T" is a bones file for Minetown. The file itself is not meant to be human-readable. The characters used in the filename are defined in dungeon.def:

  • <branch> is one of:
  • <role>:
    • Is normally "0", if part of the normal dungeon
    • Changes to represent role-specific quest branches, e.g. "Bar" for Barbarian quest, "Wiz" for Wizard quest, etc.[19]
  • <level> is one of:
    • Numbers 1 through 53 – these correspond to ordinary levels that are eligible for leaving bones. This number is offset from the first of the branch appropriate—e.g. if the bones are on the second level of the mines, the filename would be "bonM0.2".
    • O – Oracle (if <branch> is "D", as the Oracle can only be in the Dungeons of Doom and Orcus Town shares "O")
    • T – Minetown
    • R – Rogue level
    • V – Valley of the Dead
    • A – Asmodeus' Lair
    • B – Baalzebub's Lair
    • J – Juiblex's Swamp
    • O – Orcus Town (if <branch> is "G", as Orcus Town can only be in Gehennom and the Oracle shares "O")
    • X – Wizard's Tower

Wizard mode

In wizard mode, you will be prompted when you reach a bones level with the message "Get bones? [yn] (n)", allowing you to selectively retrieve the bones file for that level. You'll also get the prompt "Unlink bones? [yn] (n)". Selecting y removes that bones file from the possible set of bones files for normal games.

When you die on a bones-suitable level, you will be presented with the opportunity to "Save bones? [yn] (n)", allowing you to selectively save bones files. If there was already a bones file for that level (i.e. you said "no" to getting bones when entering a level) you will also be prompted with "Bones file already exists. Replace? [yn] (n)", allowing you to selectively overwrite the bones file for that level.

Strategy

Bones levels can be a double-edged sword: the bones pile they contain will have all the dead adventurer's possessions, including several valuable additions to bolster a character's current kit, but a majority of those items will be cursed - it is usually a bad idea to quaff, read, wield, or wear anything from a bones pile until its beatitude has been properly identified. The bones pile may also contain several artifacts: this also includes typically-unwanted ones, and any amount of artifacts will increase the count for that game and make future wishes for artifacts more difficult. The level will also contain most of the monsters present at the time of the character's death, most likely including the one that killed the previous character; if that monster has dangerous armor, weapons, wands, and/or other items, it is also very likely to use them against the current character that discovered it.

A ghost or other similar monster created on top of the bones pile can prevent monsters from gaining access to the former character's inventory until it is woken up and moves off the pile, keeping dangerous items out of their hands until you can get to them; conversely, a bones wraith or vampire that is woken up will immediately try to pick up and equip what they can to use against a character. It is a good idea to turn off autopickup temporarily before stepping onto the bones pile, in order to prevent sudden and accidental encumbrance while sorting through its contents; stealth may also be worthwhile for keeping the bones monster asleep until you can determine an ideal approach. If a headstone is generated under a bones pile, Elbereth cannot be engraved to keep away monsters, though a scroll of scare monster (including an existing one in the pile) will deter most of them.

Cursed bags

A bag in a bones pile may potentially be a cursed bag of holding, though there is the possibility of it merely being the sack of a former Rogue or Archeologist - see the section below on forensics for more details on determining bones contents by role. It is generally unwise to loot such a bag unless it is conclusively known to not be a cursed bag of holding, as this risks destroying valuable contents. A bag that places an unencumbered character at stressed encumbrance or worse is likely to be a cursed bag of holding, with higher encumbrance from the bag signifying better odds - even then, this is not always a certainty, e.g. the former character may have engaged in packrat behavior, or else been killed in the midst of transporting a stash.

If you confirm a cursed bag of holding and manage to get it into your inventory, and are not encumbered enough that you cannot act, you can use a scroll of remove curse, the spell of remove curse or a potion of holy water to uncurse it - if not, you can move aside items you do not want cancelled and zap a wand of cancellation at it, which sets a container's beatitude to uncursed without affecting the contents. As a last resort, you can #tip it onto the ground to try and preserve most of the contents.

Forensics

There are various observable signs that a character has found a bones level, in rough order of likelihood:

  • The presence of fruit with a different name from yours is often a dead giveaway.
    • As type-naming fruit is a free action, a character that is about to die may rename their fruit to inform the next character that finds the level of their demise - engravings can also work for this purpose, though they are most effective when done ahead of time and without using a resource that may otherwise aid in survival. A character can only engrave a maximum of eight characters per turn, which limits their final vocabulary to phrases like "purple h", "GWTWOD", or "Archon".
  • Abnormal monster presence (or lack thereof):
    • Detecting any named monster - particularly a named former pet, a ghost with a non-standard name, and/or is any of the other bones-eligible monsters listed above - is frequently a telltale sign.
    • Large concentrations of different monsters can signify a read cursed scroll of create monster, as well as possibly repeated castings of summon nasties on later floors.
    • Partially or completely empty special rooms, such as throne rooms, zoos or leprechaun halls.
    • A ghost outside of a graveyard, especially with a non-default name - note that this may also be the result of a monster quaffing a milky potion. A few special levels (e.g. Asmodeus' Lair) also generate a random ghost when they are created.
    • Out-of-depth or non-random monster generation, e.g. an Archon or a water demon on DL 4.
    • Wounded monsters can signal combat occurring prior to the character's death, and can be identified with a stethoscope - but note that ordinary traps can also wound monsters.
  • Unusual item placement:
    • Few to no items lying on the floor.
    • Items that are not usually generated, such as disarmed bear traps.
    • Piles of items related to specific monsters, such as a collection of quarterstaves or leather armor for golems, or noticeable piles of racial equipment - this also typically indicates that some level of combat occurred prior to the character's death.
    • Chests and other containers with abnormal contents, such as weapons and armor.
    • The presence of corpses, which are only generated at level creation in the Valley of the Dead, Orcish Town, behind niches (sometimes marked with iron bars), and atop traps on the first four levels of the dungeon. Of note is that corpses may also be left if monsters are killed by traps before you encounter either.
  • Non-random engravings.
  • Broken doors (can be identified with far look).
  • Unusual holes in walls - these may be created by a tunneling monster, especially if there are tunnels containing rocks nearby.

When encountering a bones level, it can be advantageous to know some details of the deceased character: for example, if a bones pile has a quarterstaff, a randomly named cloak, two spellbooks, and a magic marker, you can be fairly certain the corpse is that of an early wizard, from which you can deduce that the cloak is a cloak of magic resistance. This method comes with no guarantees, but the more "indicator items" you find, the more certain you can be.

Below is a list of each role's "indicator items":

Class is indicated by
Archeologist bullwhip, fedora, tinning kit
Barbarian two-handed sword, battle-axe
Caveman club, sling, large number of rocks and/or flint stones
Healer scalpel, stethoscope
Knight lance, many apples and carrots, saddle (possibly on a still-live pony or other steed)
Monk many apples and oranges, a robe
Priest 4 potions of water, mace and robe
Ranger two large stacks of arrows
Rogue large stack of daggers, sack, lock pick
Samurai large stack of ya (bamboo arrows), katana and short sword
Tourist Hawaiian shirt, expensive camera, credit card, stack of 4 scrolls
Valkyrie long sword, small shield, dagger
Wizard quarterstaff, randomly named cloak, two spellbooks, two rings, a few scrolls and potions, one wand

Rogues and Valkyries are among the hardest to identify, since they both start with items that are either common to other roles or commonly generated. A +3 small shield almost certainly used to belong to a Valkyrie, but requires identification or wearing to reveal the enchantment.

Ethics

From a game design point of view, bones are potentially unbalancing, and a few players object to using bones items for this reason - finding one's own bones is an even more difficult position. Luckily, on a public server there are enough players that this is unlikely to happen frequently. If a public server provides dumplogs, other players that encounter bones may look up the dumplogs to see which one corresponds to the bones level and what items it contains were carried.

Some players consider this cheating and frown upon it, to the point of once being a subject of endless RGRN debates about the value of such wins. While using bones items in a normal game is perfectly fine, it can often make a difficult game much easier by providing items that the current player has not "earned" yet; speed runs typically do not load bones files at all unless actively performing bones-stuffed play.

With all this in mind, being able to "effortlessly" determine bones contents does not guarantee that a player will be able to use those items effectively, much less perform well in later stages of the game: Even with "perfect" outside knowledge of bones items, resources are still necessary to uncurse and properly utilize most of them, and this assumes that a character can reach the bones pile safely to begin with - every bones pile looks "free" until you are blindsided by Yeenoghu or a former character's pet arch-lich!

History

In NetHack 3.4.3 and some previous versions, including variants based on these versions, the statues and corpses of unique monsters will revive as those monsters - this is bug C342-54, and is fixed in NetHack 3.6.0 via commit fbfb8e92.

Variants

A user has suggested improving this page or section as follows:

"Add further information about changes introduced in variants (for example UnNetHack)."

SLASH'EM

In the Windows port of SLASH'EM, the portion of the filename containing the role name can be "Law", "Neu" and "Cha", which represents the alignment quests, and the letter representing the branch can be "N", which corresponds to the nymph level.

UnNetHack

In the Windows port of UnNetHack, the portion of the filename containing the letter representing the branch can be "N", which corresponds to the nymph level.

dNethack

In dNetHack, additional non-standard monsters can be left behind in place of a ghost if a bones file is created:

Note that Mammon does not currently leave a golden statue in a bones file.

FIQHack

In FIQHack, bones are much more dangerous than in NetHack: any ghost or other monster will have the same intrinsics as the deceased character, and there is a 13 chance that the ghost will be replaced with a live player monster that has the same spells and intrinsics and access to their former inventory.

See also

References